Saw this video, well actually still watching and has some info from the Creator Summit. Treatmonk wasn't there, but has info from it.
One note is this will not be called 6E or 1D&D, but 5E revised. Or maybe just 5E.
Monks will get unarmed attacks starting at d6 and Ki points will be called, for now, Spirit points.
Next UA in about 3 weeks with Warlock, Sorcerer, Wizard, Monk, Fighter, Barbarian. So very big UA.
Interesting... If it turns out to be true, it would be a huge UA, I don't know if they would have planned it like this or to give space to another UA with many modifications like half a druid hahahahahaha
It will be a matter of waiting, of all those classes the one I would be most interested in seeing the changes would be the Monk, possibly they will show the subclass of the shadow, but I would really be interested in the one of the elements, to see if they would fix the absurd cost of ki and fix it leave interesting.
Probably the sorcerer subclass is the draconic offspring, as I don't think they're going to bring the multiple wild magic options box into this AU. (And possibly they will shorten their table to 25 or 20 options.) And from what I see, the subclasses that they show are only among the basic 5e ones.
What subclass do you think will show the missing classes?
Wizard is not going to have "Schools of magic" as subclasses anymore, so we will get a scholar type. Barbarian will be the Berserker, fighter will be champion or battle master (hoping battle master and hoping champion will basically be gone). Monk will be open hand. Sorcerer I think should be wild magic, but it could be dragon or a NEW subclass. For Warlock it will be fiend.
I suspect the its a massive playtest package is true. The rest, meh I think its in the its still marketing stage. Just called 5e would lead to confusion. Can use classes/subclasses build your character from either edition part seriously doubt. From what has been released they are clearly making balance changes, to let people just use the old stuff ignoring the balance changes doesn't make much sense.
The VTT part, i care less about the fancy looks and 3d aspect. But i do want something that is easy to use, has tons of terrain/walls/floor tiles built in and integrates super smooth with beyond. Like if when they release an adventure the digital purchase gave you all the maps for the VTT I'd be in. Hey I'll take looks fancy and is 3D as a bonus prize but I mainly want something that is easy to use and easy to build maps for that is fully integrated with beyond without hoop jumping.
Just started a new campaign on forge VTT the first 30-45 minutes was us re-looking up how to import D&D beyond characters into the forge since we hadn't done it in over a year. If that is just built into their VTT it is a huge value add.
Edit to add, the warlock being able to pick either int or charisma was a win imo. Hopefully that survives the play test.
From multiple sources I've seen thus far, the event was not awesome. Wizards was clearly hoping to get influencers on board with their future plans for D&D and announce some of their upcoming game plans and was thoroughly unprepared to answer harder questions when they inevitably arose. Meanwhile the creator attendees were split between people wary but curious and mostly playing it by ear and people who were there specifically and solely to roast Wizards's chesnuts over an open fire and Hold Them Accountable for the OGL situation and the hit creators took over it. Wizards wanted to talk about the future of D&D; creators wanted to talk abouty why Wizards hates creators. Combined with constant technical issues and poor transmission quality for the virtual attendees and it was not an auspicious start.
We can hope future such events - which Wizards has stated multiple times they plan on holding - are a little less slapdash and PR-y, but I can also hope that at some point creators are willing to accept that Wizards is trying and stop making every last single interaction with the company solely and entirely about how much the OGL situation sucked and why Wizards hates creators. Do not forget, but if you're unmwilling to extend even conditional trust why are you still creating D&D content?
I’m most interested to see what they do with Sorcerers and Warlocks to move their subclass choices to 3rd level. I can see it for Warlocks, just learning stuff on their own before getting a patron, but for Sorcerers…? I’m curious how they plan to justify it.
I'm glad to see some actual details. I've been seeing a few headlines saying some variation of "One DnD cancelled!" or some other catchy headline that implies that OneDnD isn't happening anymore, but it's good to know they're just clarifying that it won't actually be called "One DnD" when it launches and they still intend for it to be compatible enough with the existing content that they don't have to treat it as a wholly new edition.
Yeah, “One D&D” was only ever their codeword for this playtest period. They were always gonna call it “5e Revised” or something similar when it came out.
I’m most interested to see what they do with Sorcerers and Warlocks to move their subclass choices to 3rd level. I can see it for Warlocks, just learning stuff on their own before getting a patron, but for Sorcerers…? I’m curious how they plan to justify it.
Emerging natural powers that do not fully manifest at first, so they are generic until level 3.
I’m most interested to see what they do with Sorcerers and Warlocks to move their subclass choices to 3rd level. I can see it for Warlocks, just learning stuff on their own before getting a patron, but for Sorcerers…? I’m curious how they plan to justify it.
Emerging natural powers that do not fully manifest at first, so they are generic until level 3.
Agreed. Natural spellcasting at level 1 and being able to manipulate it via metamagic at level 2. Then at 3rd level, your wild magic starts to manifest and weird things start to happen. Or you feel a stronger connection to fire or lightning etc, and start getting dragon-like scaly skin. Or your darkvision improves (if you have it already) or you start to see better in total darkness (if you don't have it already) and you can cast darkness and are harder to keep down in a fight.
It's not that hard to justify or make narratively coherent the process.
I’m most interested to see what they do with Sorcerers and Warlocks to move their subclass choices to 3rd level. I can see it for Warlocks, just learning stuff on their own before getting a patron, but for Sorcerers…? I’m curious how they plan to justify it.
Emerging natural powers that do not fully manifest at first, so they are generic until level 3.
Agreed. Natural spellcasting at level 1 and being able to manipulate it via metamagic at level 2. Then at 3rd level, your wild magic starts to manifest and weird things start to happen. Or you feel a stronger connection to fire or lightning etc, and start getting dragon-like scaly skin. Or your darkvision improves (if you have it already) or you start to see better in total darkness (if you don't have it already) and you can cast darkness and are harder to keep down in a fight.
It's not that hard to justify or make narratively coherent the process.
I think the bit that makes it mental gymnastics for a number of people is reconciling the idea that the *character* is choosing the subclass at lvl 3, like a prospective student applying to a University for specific degrees they want to study for. Which makes Sorcerers and Warlocks tricky, as their power sources are built into their character backstories given the way they are currently written.
However, there's always ways to get around the player changing their mind at the last minute and choosing a different power source for the character. I had a sorcerer character a while back who was deliberately injecting herself with what she thought was dragon's blood in a futile attempt to make herself into something like a dragonborn. Turns out the person who was selling her the 'dragon's blood' and the instructions on how to use it, was a Yugoloth in disguise and the substance was actually daemonic ichor. In-game, it was like level 6 or something before she figured that out (she wasn't that bright). In that case, the DM and I had planned it all ahead of time, but under this different structure we could have left it as a question and at level 3 made the final decision on whether it really was dragon's blood or demonic ichor, or even if it was relevant at all. Maybe her sorcerous power was coming from somewhere else and the whole injection thing was a placebo.
They could also just move any benefits tied to subclasses to level 3, but people lock in their choices at level 1 for all classes. That way there is no conflict in the backstory of any sorcerer or warlock. They are a draconic sorcerer, fathomless warlock, etc....but they're not yet powerful enough to manifest anything that sets them apart yet. I suspect that for many, the argument that subclass at 1 is crucial for RP reasons is just a smokescreen for their real desire; easy power bumps that you get with some current choices with just one level.
I’m most interested to see what they do with Sorcerers and Warlocks to move their subclass choices to 3rd level. I can see it for Warlocks, just learning stuff on their own before getting a patron, but for Sorcerers…? I’m curious how they plan to justify it.
Emerging natural powers that do not fully manifest at first, so they are generic until level 3.
Agreed. Natural spellcasting at level 1 and being able to manipulate it via metamagic at level 2. Then at 3rd level, your wild magic starts to manifest and weird things start to happen. Or you feel a stronger connection to fire or lightning etc, and start getting dragon-like scaly skin. Or your darkvision improves (if you have it already) or you start to see better in total darkness (if you don't have it already) and you can cast darkness and are harder to keep down in a fight.
It's not that hard to justify or make narratively coherent the process.
I think the bit that makes it mental gymnastics for a number of people is reconciling the idea that the *character* is choosing the subclass at lvl 3, like a prospective student applying to a University for specific degrees they want to study for. Which makes Sorcerers and Warlocks tricky, as their power sources are built into their character backstories given the way they are currently written.
However, there's always ways to get around the player changing their mind at the last minute and choosing a different power source for the character. I had a sorcerer character a while back who was deliberately injecting herself with what she thought was dragon's blood in a futile attempt to make herself into something like a dragonborn. Turns out the person who was selling her the 'dragon's blood' and the instructions on how to use it, was a Yugoloth in disguise and the substance was actually daemonic ichor. In-game, it was like level 6 or something before she figured that out (she wasn't that bright). In that case, the DM and I had planned it all ahead of time, but under this different structure we could have left it as a question and at level 3 made the final decision on whether it really was dragon's blood or demonic ichor, or even if it was relevant at all. Maybe her sorcerous power was coming from somewhere else and the whole injection thing was a placebo.
As it stands now, at character creation a player who chooses to play a sorcerer or warlock have to pick right then what their subclass is going to be. You can still do that in 1D&D. You just don't start manifesting some of those powers until you reach level 3. You don't have to wait until level 3 to choose your subclass, you already know what it's going to be and you can write your backstory with that in mind.
Now, if a player says, my great grandfather was the child of a human and a deva and I am going to be a Divine Soul Sorcerer, at character creation. Then at level 3 decides they want to be a shadow sorcerer instead. They can do that. And maybe their powers don't end up coming from their great grandfather, but a different ancestor or from any other reason they want. I'm sure this happens a lot, players thinking they want to play one subclass and then change to another when the time comes. But that is more a problem for players who want to write backstories that are so specific to one path that they paint themselves into a corner. If you want to get that specific, that if you make a character change, it all falls apart then why are you writing that specific if you aren't sure that's what you want. And is not a fault of the game design.
And to this point: "Which makes Sorcerers and Warlocks tricky, as their power sources are built into their character backstories given the way they are currently written." Maybe sorcerers and warlocks will be written slightly differently now that the subclass will be at level 3? We will have to wait and see.
And to this point: "Which makes Sorcerers and Warlocks tricky, as their power sources are built into their character backstories given the way they are currently written." Maybe sorcerers and warlocks will be written slightly differently now that the subclass will be at level 3? We will have to wait and see.
That's basically what I'm assuming at the moment, that they're going to tweak the write-up so that level 1-2 the sorcerer/warlock is the space where the powersource is vague and still being learned about. It's not like those classes haven't changed significantly edition over edition before. My wife had a Centaur Sorceress in 3rd edition that she thought about bringing over to 5e at one point, but given the lore changes between those two editions the character concept didn't really fit 'Sorcerer' that well anymore. I told her 'PHB lore is pretty meaningless in my homebrew campaign setting, unless you want it to be, so do whatever feels right to you.' But I understand it's really easy to get caught up in with built-in explanations. Sometimes those restrictions spark ideas, sometimes they stifle them. *shrug*
Now, given the UAs so far, they might only have a very stripped-down version of the lore, since they're really wanting the mechanics to be playtested, not the fiction. So we might be waiting longer to see the real write-ups.
I’m most interested to see what they do with Sorcerers and Warlocks to move their subclass choices to 3rd level. I can see it for Warlocks, just learning stuff on their own before getting a patron, but for Sorcerers…? I’m curious how they plan to justify it.
What I had heard from the treantmonk video (who was not there) is that it looks like you're getting what they call a "baby pact" (name likely to be changed) at level 1. I expect thats' where you'll get your current patron flavor stuff, and level 3 you'll get your pact boon stuff as per normal. Maybe they'll reverse it and get your pact boon at level 1, but that would leave you with pretty much no flavor and make utterly no sense from 1-3. Warlocks will also be able to pick their casting stat (not sure how I feel about this RE MC shenanigans)
Sorcerers? Well, the video pointed out that Chaos Bolt is becoming a class feature (much like eldritch blast for warlocks). How that is implemented, I will be eager to see. Frankly with Wizards being what they are, sorcerer should be a wizard subclass rather than it's own full class. IMO, sorc points aren't really enough to set it apart from what a wizard does. I am eager to see what they do with both sorcs and warlocks.
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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 most interested to see what they do with Sorcerers and Warlocks to move their subclass choices to 3rd level. I can see it for Warlocks, just learning stuff on their own before getting a patron, but for Sorcerers…? I’m curious how they plan to justify it.
What I had heard from the treantmonk video (who was not there) is that it looks like you're getting what they call a "baby pact" (name likely to be changed) at level 1. I expect thats' where you'll get your current patron flavor stuff, and level 3 you'll get your pact boon stuff as per normal. Maybe they'll reverse it and get your pact boon at level 1, but that would leave you with pretty much no flavor and make utterly no sense from 1-3. Warlocks will also be able to pick their casting stat (not sure how I feel about this RE MC shenanigans)
Sorcerers? Well, the video pointed out that Chaos Bolt is becoming a class feature (much like eldritch blast for warlocks). How that is implemented, I will be eager to see. Frankly with Wizards being what they are, sorcerer should be a wizard subclass rather than it's own full class. IMO, sorc points aren't really enough to set it apart from what a wizard does. I am eager to see what they do with both sorcs and warlocks.
Me too. I think Warlocks should have been Int casters this whole time, so I’m okay with that. I’m interested in that “baby pact” idea though, looking to see how they do it. Thanks for the info!!
Saw this video, well actually still watching and has some info from the Creator Summit. Treatmonk wasn't there, but has info from it.
One note is this will not be called 6E or 1D&D, but 5E revised. Or maybe just 5E.
Monks will get unarmed attacks starting at d6 and Ki points will be called, for now, Spirit points.
Next UA in about 3 weeks with Warlock, Sorcerer, Wizard, Monk, Fighter, Barbarian. So very big UA.
What have you all heard so far?
Edit: Again, second hand (third hand?) info so take with grain of salt. Or a bag full.
Enworld link that has more info. I haven’t read it all yet but wanted to share
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I think a grain of salt will do. Afterall we don't want to get TOO salty over it... BADA BA BADA BA.....
Interesting... If it turns out to be true, it would be a huge UA, I don't know if they would have planned it like this or to give space to another UA with many modifications like half a druid hahahahahaha
It will be a matter of waiting, of all those classes the one I would be most interested in seeing the changes would be the Monk, possibly they will show the subclass of the shadow, but I would really be interested in the one of the elements, to see if they would fix the absurd cost of ki and fix it leave interesting.
Probably the sorcerer subclass is the draconic offspring, as I don't think they're going to bring the multiple wild magic options box into this AU. (And possibly they will shorten their table to 25 or 20 options.) And from what I see, the subclasses that they show are only among the basic 5e ones.
What subclass do you think will show the missing classes?
Wizard is not going to have "Schools of magic" as subclasses anymore, so we will get a scholar type. Barbarian will be the Berserker, fighter will be champion or battle master (hoping battle master and hoping champion will basically be gone). Monk will be open hand. Sorcerer I think should be wild magic, but it could be dragon or a NEW subclass. For Warlock it will be fiend.
Updated OP with link at the end with more info
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I suspect the its a massive playtest package is true. The rest, meh I think its in the its still marketing stage. Just called 5e would lead to confusion. Can use classes/subclasses build your character from either edition part seriously doubt. From what has been released they are clearly making balance changes, to let people just use the old stuff ignoring the balance changes doesn't make much sense.
The VTT part, i care less about the fancy looks and 3d aspect. But i do want something that is easy to use, has tons of terrain/walls/floor tiles built in and integrates super smooth with beyond. Like if when they release an adventure the digital purchase gave you all the maps for the VTT I'd be in. Hey I'll take looks fancy and is 3D as a bonus prize but I mainly want something that is easy to use and easy to build maps for that is fully integrated with beyond without hoop jumping.
Just started a new campaign on forge VTT the first 30-45 minutes was us re-looking up how to import D&D beyond characters into the forge since we hadn't done it in over a year. If that is just built into their VTT it is a huge value add.
Edit to add, the warlock being able to pick either int or charisma was a win imo. Hopefully that survives the play test.
From multiple sources I've seen thus far, the event was not awesome. Wizards was clearly hoping to get influencers on board with their future plans for D&D and announce some of their upcoming game plans and was thoroughly unprepared to answer harder questions when they inevitably arose. Meanwhile the creator attendees were split between people wary but curious and mostly playing it by ear and people who were there specifically and solely to roast Wizards's chesnuts over an open fire and Hold Them Accountable for the OGL situation and the hit creators took over it. Wizards wanted to talk about the future of D&D; creators wanted to talk abouty why Wizards hates creators. Combined with constant technical issues and poor transmission quality for the virtual attendees and it was not an auspicious start.
We can hope future such events - which Wizards has stated multiple times they plan on holding - are a little less slapdash and PR-y, but I can also hope that at some point creators are willing to accept that Wizards is trying and stop making every last single interaction with the company solely and entirely about how much the OGL situation sucked and why Wizards hates creators. Do not forget, but if you're unmwilling to extend even conditional trust why are you still creating D&D content?
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I’m most interested to see what they do with Sorcerers and Warlocks to move their subclass choices to 3rd level. I can see it for Warlocks, just learning stuff on their own before getting a patron, but for Sorcerers…? I’m curious how they plan to justify it.
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I'm glad to see some actual details. I've been seeing a few headlines saying some variation of "One DnD cancelled!" or some other catchy headline that implies that OneDnD isn't happening anymore, but it's good to know they're just clarifying that it won't actually be called "One DnD" when it launches and they still intend for it to be compatible enough with the existing content that they don't have to treat it as a wholly new edition.
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Yeah, “One D&D” was only ever their codeword for this playtest period. They were always gonna call it “5e Revised” or something similar when it came out.
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Emerging natural powers that do not fully manifest at first, so they are generic until level 3.
Agreed. Natural spellcasting at level 1 and being able to manipulate it via metamagic at level 2. Then at 3rd level, your wild magic starts to manifest and weird things start to happen. Or you feel a stronger connection to fire or lightning etc, and start getting dragon-like scaly skin. Or your darkvision improves (if you have it already) or you start to see better in total darkness (if you don't have it already) and you can cast darkness and are harder to keep down in a fight.
It's not that hard to justify or make narratively coherent the process.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I think the bit that makes it mental gymnastics for a number of people is reconciling the idea that the *character* is choosing the subclass at lvl 3, like a prospective student applying to a University for specific degrees they want to study for. Which makes Sorcerers and Warlocks tricky, as their power sources are built into their character backstories given the way they are currently written.
However, there's always ways to get around the player changing their mind at the last minute and choosing a different power source for the character. I had a sorcerer character a while back who was deliberately injecting herself with what she thought was dragon's blood in a futile attempt to make herself into something like a dragonborn. Turns out the person who was selling her the 'dragon's blood' and the instructions on how to use it, was a Yugoloth in disguise and the substance was actually daemonic ichor. In-game, it was like level 6 or something before she figured that out (she wasn't that bright). In that case, the DM and I had planned it all ahead of time, but under this different structure we could have left it as a question and at level 3 made the final decision on whether it really was dragon's blood or demonic ichor, or even if it was relevant at all. Maybe her sorcerous power was coming from somewhere else and the whole injection thing was a placebo.
They could also just move any benefits tied to subclasses to level 3, but people lock in their choices at level 1 for all classes. That way there is no conflict in the backstory of any sorcerer or warlock. They are a draconic sorcerer, fathomless warlock, etc....but they're not yet powerful enough to manifest anything that sets them apart yet. I suspect that for many, the argument that subclass at 1 is crucial for RP reasons is just a smokescreen for their real desire; easy power bumps that you get with some current choices with just one level.
As it stands now, at character creation a player who chooses to play a sorcerer or warlock have to pick right then what their subclass is going to be. You can still do that in 1D&D. You just don't start manifesting some of those powers until you reach level 3. You don't have to wait until level 3 to choose your subclass, you already know what it's going to be and you can write your backstory with that in mind.
Now, if a player says, my great grandfather was the child of a human and a deva and I am going to be a Divine Soul Sorcerer, at character creation. Then at level 3 decides they want to be a shadow sorcerer instead. They can do that. And maybe their powers don't end up coming from their great grandfather, but a different ancestor or from any other reason they want. I'm sure this happens a lot, players thinking they want to play one subclass and then change to another when the time comes. But that is more a problem for players who want to write backstories that are so specific to one path that they paint themselves into a corner. If you want to get that specific, that if you make a character change, it all falls apart then why are you writing that specific if you aren't sure that's what you want. And is not a fault of the game design.
And to this point: "Which makes Sorcerers and Warlocks tricky, as their power sources are built into their character backstories given the way they are currently written." Maybe sorcerers and warlocks will be written slightly differently now that the subclass will be at level 3? We will have to wait and see.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
That's basically what I'm assuming at the moment, that they're going to tweak the write-up so that level 1-2 the sorcerer/warlock is the space where the powersource is vague and still being learned about. It's not like those classes haven't changed significantly edition over edition before. My wife had a Centaur Sorceress in 3rd edition that she thought about bringing over to 5e at one point, but given the lore changes between those two editions the character concept didn't really fit 'Sorcerer' that well anymore. I told her 'PHB lore is pretty meaningless in my homebrew campaign setting, unless you want it to be, so do whatever feels right to you.' But I understand it's really easy to get caught up in with built-in explanations. Sometimes those restrictions spark ideas, sometimes they stifle them. *shrug*
Now, given the UAs so far, they might only have a very stripped-down version of the lore, since they're really wanting the mechanics to be playtested, not the fiction. So we might be waiting longer to see the real write-ups.
So the next UA won’t be released until the end of April or or the beginning of May?
🥺😢
That's about right. Who knows, maybe it will be sooner. I think they said about 3 weeks and the summit was April 1st/2nd?
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
What I had heard from the treantmonk video (who was not there) is that it looks like you're getting what they call a "baby pact" (name likely to be changed) at level 1. I expect thats' where you'll get your current patron flavor stuff, and level 3 you'll get your pact boon stuff as per normal. Maybe they'll reverse it and get your pact boon at level 1, but that would leave you with pretty much no flavor and make utterly no sense from 1-3. Warlocks will also be able to pick their casting stat (not sure how I feel about this RE MC shenanigans)
Sorcerers? Well, the video pointed out that Chaos Bolt is becoming a class feature (much like eldritch blast for warlocks). How that is implemented, I will be eager to see. Frankly with Wizards being what they are, sorcerer should be a wizard subclass rather than it's own full class. IMO, sorc points aren't really enough to set it apart from what a wizard does. I am eager to see what they do with both sorcs and warlocks.
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
Me too. I think Warlocks should have been Int casters this whole time, so I’m okay with that. I’m interested in that “baby pact” idea though, looking to see how they do it. Thanks for the info!!
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