i get the impression that classes will probably still have relatively unique spell lists as part of differentiating from classes under the same spell umbrella.
The Arcane/Divine/Primal feels like a broader way for feats and features to work. Like when adding feats like Magic Initiate and such, you just pick from one of the three rather than navigate a multiple class' spell lists.
Heh, now 1's auto fail on everything, not just attack rolls. Now that's an actual rule rather than "everyone thinks it's the rules when it's not, like putting fines on Free Parking in Monopoly", there's an entire thread of rants about it that's going to come back with vengeance and there's no defence anymore.
Also, no Critical Hits as know them anymore? You just get Advantage? Not sure about that...
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Overall very solid approach. Don't like inspiration that much yet and definetely do not like skill/ability auto-success on a 20. That is a no go for me.
i get the impression that classes will probably still have relatively unique spell lists as part of differentiating from classes under the same spell umbrella.
The Arcane/Divine/Primal feels like a broader way for feats and features to work. Like when adding feats like Magic Initiate and such, you just pick from one of the three rather than navigate a multiple class' spell lists.
Yeah, I'm not sure of it's the new just like how Arcane spells work now - Artificers, Wizards, Warlocks and Sorcerors all draw their spells from one lost, but they only get parts of it, except there are three categories - or if they all get the same spells from one category and are told to knock themselves out. Hopefully the former though - I'm all for diversity. Although looking at those races, I'm not sure WotC agrees. The Drow have definitely lost their uniqueness.
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I like the new grappled condition but don’t like the way grapple is being changed. It doesn’t make sense for it to be based on AC, because wearing plate armour and a shield shouldn’t make you harder to grapple. And being small and dexterous with low AC now means you’re easy to grapple. Doesn’t feel right.
Also an Urchin having so much gold is ridiculous. The starting class equipment shouldn’t be the same value for everyone. Some backgrounds have more money
Heh, now 1's auto fail on everything, not just attack rolls. Now that's an actual rule rather than "everyone thinks it's the rules when it's not, like putting fines on Free Parking in Monopoly", there's an entire thread of rants about it that's going to come back with vengeance and there's no defence anymore.
Also, no Critical Hits as know them anymore? You just get Advantage? Not sure about that...
i get the impression that classes will probably still have relatively unique spell lists as part of differentiating from classes under the same spell umbrella.
The Arcane/Divine/Primal feels like a broader way for feats and features to work. Like when adding feats like Magic Initiate and such, you just pick from one of the three rather than navigate a multiple class' spell lists.
I was thinking they may have a master list, and then pull out signature spells for some of the classes/subclasses. For example, I didn't see eldritch blast on the general arcane list. Or maybe they're just going to make that a class feature, like many people have been saying for a long time?
Or, or course, maybe it was and I didn't notice it at a glance.
Heh, now 1's auto fail on everything, not just attack rolls. Now that's an actual rule rather than "everyone thinks it's the rules when it's not, like putting fines on Free Parking in Monopoly", there's an entire thread of rants about it that's going to come back with vengeance and there's no defence anymore.
Also, no Critical Hits as know them anymore? You just get Advantage? Not sure about that...
Critical hits exist, but apparently only for PCs.
Huh, must be tired, it's like my brain skipped an entire paragraph there...
Rollback Post to RevisionRollBack
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
As far as races go, I find it interesting that they are changing Dragonborn again. Its not the same as the PHB version but its also not the same as Fizban's version and makes no mention of gem options. I find it interesting that the character level is a flat modifier to the breath weapon damage rather than scaling the number of dice. Makes the damage consistently high at higher levels, but one could argue takes away some of the fun of rolling alot of dice.
Also, are half-elves and half-orcs just not gonna be a thing in the base PHB?
i get the impression that classes will probably still have relatively unique spell lists as part of differentiating from classes under the same spell umbrella.
The Arcane/Divine/Primal feels like a broader way for feats and features to work. Like when adding feats like Magic Initiate and such, you just pick from one of the three rather than navigate a multiple class' spell lists.
I was thinking they may have a master list, and then pull out signature spells for some of the classes/subclasses. For example, I didn't see eldritch blast on the general arcane list. Or maybe they're just going to make that a class feature, like many people have been saying for a long time?
Or, or course, maybe it was and I didn't notice it at a glance.
It isn't on there, but this is just a "sample" so it might be on the final list. I think it will be shifted to a feature or exclusive list though which means that you can't pick it up without a level dip.
i get the impression that classes will probably still have relatively unique spell lists as part of differentiating from classes under the same spell umbrella.
The Arcane/Divine/Primal feels like a broader way for feats and features to work. Like when adding feats like Magic Initiate and such, you just pick from one of the three rather than navigate a multiple class' spell lists.
I was thinking they may have a master list, and then pull out signature spells for some of the classes/subclasses. For example, I didn't see eldritch blast on the general arcane list. Or maybe they're just going to make that a class feature, like many people have been saying for a long time?
Or, or course, maybe it was and I didn't notice it at a glance.
In the video to the UA, Crawford says, that classes get additional class spell lists on top of the universal ones.
Heh, now 1's auto fail on everything, not just attack rolls. Now that's an actual rule rather than "everyone thinks it's the rules when it's not, like putting fines on Free Parking in Monopoly", there's an entire thread of rants about it that's going to come back with vengeance and there's no defence anymore.
Also, no Critical Hits as know them anymore? You just get Advantage? Not sure about that...
Critical hits exist, but apparently only for PCs.
Huh, must be tired, it's like my brain skipped an entire paragraph there...
I think you may have been looking at inspiration, which is now a result of a natural 20.
Heh, now 1's auto fail on everything, not just attack rolls. Now that's an actual rule rather than "everyone thinks it's the rules when it's not, like putting fines on Free Parking in Monopoly", there's an entire thread of rants about it that's going to come back with vengeance and there's no defence anymore.
Also, no Critical Hits as know them anymore? You just get Advantage? Not sure about that...
Critical hits exist, but apparently only for PCs.
Huh, must be tired, it's like my brain skipped an entire paragraph there...
I think you may have been looking at inspiration, which is now a result of a natural 20.
Doesnt that make it almost a feedback loop? (at least more than it was before). You roll a natural 20 -> you get inspiration -> you use it to get advantage on a d20 test -> you have a higher chance of getting another natural 20 because of advantage.
I understand wanting to encourage using inspiration more, but this feels like it will make advantage even easier to achieve than it already was. It would be nice if they presented additional uses for inspiration so that at least its applications could be varied beyond d20 tests.
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Also it means you’ll just keep doing pointless skill checks to farm insp
Meh, a DM is ultimately responsible for declaring a skill check, or a d20 test now. If a player really wants to farm inspiration, which they can't really do because they can only have one at a time, they'd be at the mercy of the DM allowing it, and a skill check should always be consequential if failed.
Sure but according to RAW inspiration, you're declaring to using it prior to rolling your first dice. Every table I've played in and watch, Inspiration is used like a luck point, rolling advantage after seeing your first die rolled. I think if you're using RAW inspiration, it feels balanced out.
It's only a 1 in 20 chance that a die will be a nat20, 1 in 16 with Advantage, it's not a massive change. As for farming I think that's the idea. The DM needs to ensure it doesn't become overbearing, but the idea is that you interact with stuff more to seek that nat20, which makes the game more interactive and less hack 'n' slash.
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Any thoughts to the natural 20 for an ability check automatically means success? So my halfling with an -8- strength and -0- athletics has a one in 20 chance of pushing a 1-ton boulder?
Any thoughts to the natural 20 for an ability check automatically means success? So my halfling with an -8- strength and -0- athletics has a one in 20 chance of pushing a 1-ton boulder?
Not a fan of that, there's always one player that wants to jump over a mountain and regardless of a DC of 5000, a nat 20 let's him do it?
I foresee a lot of Dm's ignoring that rule
But remember, this is literally day 1 of a 18-ish month plauy test. So things being broken or unbalanced are kind of supposed to be there at this stage.
i get the impression that classes will probably still have relatively unique spell lists as part of differentiating from classes under the same spell umbrella.
The Arcane/Divine/Primal feels like a broader way for feats and features to work. Like when adding feats like Magic Initiate and such, you just pick from one of the three rather than navigate a multiple class' spell lists.
Heh, now 1's auto fail on everything, not just attack rolls. Now that's an actual rule rather than "everyone thinks it's the rules when it's not, like putting fines on Free Parking in Monopoly", there's an entire thread of rants about it that's going to come back with vengeance and there's no defence anymore.
Also, no Critical Hits as know them anymore? You just get Advantage? Not sure about that...If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Overall very solid approach. Don't like inspiration that much yet and definetely do not like skill/ability auto-success on a 20. That is a no go for me.
Yeah, I'm not sure of it's the new just like how Arcane spells work now - Artificers, Wizards, Warlocks and Sorcerors all draw their spells from one lost, but they only get parts of it, except there are three categories - or if they all get the same spells from one category and are told to knock themselves out. Hopefully the former though - I'm all for diversity. Although looking at those races, I'm not sure WotC agrees. The Drow have definitely lost their uniqueness.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I hate the new way inspiration is being used.
I like the new grappled condition but don’t like the way grapple is being changed. It doesn’t make sense for it to be based on AC, because wearing plate armour and a shield shouldn’t make you harder to grapple. And being small and dexterous with low AC now means you’re easy to grapple. Doesn’t feel right.
Also an Urchin having so much gold is ridiculous. The starting class equipment shouldn’t be the same value for everyone. Some backgrounds have more money
Critical hits exist, but apparently only for PCs.
I was thinking they may have a master list, and then pull out signature spells for some of the classes/subclasses. For example, I didn't see eldritch blast on the general arcane list. Or maybe they're just going to make that a class feature, like many people have been saying for a long time?
Or, or course, maybe it was and I didn't notice it at a glance.
Huh, must be tired, it's like my brain skipped an entire paragraph there...
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
As far as races go, I find it interesting that they are changing Dragonborn again. Its not the same as the PHB version but its also not the same as Fizban's version and makes no mention of gem options. I find it interesting that the character level is a flat modifier to the breath weapon damage rather than scaling the number of dice. Makes the damage consistently high at higher levels, but one could argue takes away some of the fun of rolling alot of dice.
Also, are half-elves and half-orcs just not gonna be a thing in the base PHB?
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It isn't on there, but this is just a "sample" so it might be on the final list. I think it will be shifted to a feature or exclusive list though which means that you can't pick it up without a level dip.
She/Her Player and Dungeon Master
In the video to the UA, Crawford says, that classes get additional class spell lists on top of the universal ones.
I think you may have been looking at inspiration, which is now a result of a natural 20.
Doesnt that make it almost a feedback loop? (at least more than it was before). You roll a natural 20 -> you get inspiration -> you use it to get advantage on a d20 test -> you have a higher chance of getting another natural 20 because of advantage.
I understand wanting to encourage using inspiration more, but this feels like it will make advantage even easier to achieve than it already was. It would be nice if they presented additional uses for inspiration so that at least its applications could be varied beyond d20 tests.
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Also it means you’ll just keep doing pointless skill checks to farm insp
Well, that's up to a DM to handle. Any DM worth their salt will limit things like that.
Meh, a DM is ultimately responsible for declaring a skill check, or a d20 test now. If a player really wants to farm inspiration, which they can't really do because they can only have one at a time, they'd be at the mercy of the DM allowing it, and a skill check should always be consequential if failed.
Sure but according to RAW inspiration, you're declaring to using it prior to rolling your first dice. Every table I've played in and watch, Inspiration is used like a luck point, rolling advantage after seeing your first die rolled. I think if you're using RAW inspiration, it feels balanced out.
It's only a 1 in 20 chance that a die will be a nat20, 1 in 16 with Advantage, it's not a massive change. As for farming I think that's the idea. The DM needs to ensure it doesn't become overbearing, but the idea is that you interact with stuff more to seek that nat20, which makes the game more interactive and less hack 'n' slash.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Any thoughts to the natural 20 for an ability check automatically means success? So my halfling with an -8- strength and -0- athletics has a one in 20 chance of pushing a 1-ton boulder?
Not a fan of that, there's always one player that wants to jump over a mountain and regardless of a DC of 5000, a nat 20 let's him do it?
I foresee a lot of Dm's ignoring that rule
But remember, this is literally day 1 of a 18-ish month plauy test. So things being broken or unbalanced are kind of supposed to be there at this stage.