Submit your real life playtest memos here. I will provide a simple format to keep the thread somewhat uniform. Length and detail is up to you.
Only actual game sessions, no speculation of possible playtests/playtest ideas in this thread. :)
1. What class / feature / concept were you playtesting?
2. Describe which features you used and how.
3. What felt nice?
4. What felt wrong?
5. Personal notes and ideas for changes
You can comment on other people's memos and ideas. Just keep it kind, constructive and concrete. Let¨s avoid speculation. Keep in mind that these notes are based on actual in-game experiences, so unless you have similar experience, then think twice before you heavily oppose something.
What class / feature / concept were you playtesting?
Level 10 UA Wizard combined with official 5e Transmutation subclass in a campaign that takes place in Hell. Using the Spellpoint variant rule.
2. Describe which features you used and how.
I replaced my level 10 wizard's class features with the UA Playtest 7 wizard version. I kept my original Transmutation subclass.
The session started right after a Long Rest, so I made some spell changes. The amount of prepared spells was pretty much the same, but I added one extra Transmutation spell into my Spellbook for each spell level, following the new revised Savant feature from the other subclasses.
I was able to take some new interesting spells and it allowed me to focus more on Transmutation. A small thing that made the whole subclass/character feel more specialized in Transmutation magic.
We had an Arena fight coming up, so my spells were prepared with that in mind. I realized that I wouldn't need to worry about prepping long casting time spells like Fabricate anymore. What's another minute in such a long Casting Time? So I figured I would just Memorize it if I need to. At the same time I realized that low level Ritual Spells lost quite a bit of value at these levels. I could Memorize and cast them in 1 minute instead of the 10 minute ritual. At level 10 I could spare the lvl 1 spell points (or a level 1 slot)
Before the Arena fight, I Memorized Dispel Magic, which is a spell I usually don't have prepared because of the party cleric. But at that point I had a nice arsenal of combat spells and figured it wouldn't hurt to have it as well.
Right before the battle, I cast a few protection spells like Mage Armor and Longstrider from my Background Feat and Mark of Warding subrace. I have these "always prepared", but there I started thinking: I wouldn't need to prepare them with the Memorize feature.
I realized that I had Gift of Alacrity on my spell list, but I never kept it prepared. It was too late now as we were moments away from Initiative, but next time I could just Memorize Gift of Alacrity for a moment, cast it for 8 hours, Memorize another spell and I'd have 7 hours and 58 minutes of Gift of Alacrity left. I could easily do this with all of my 1h+ non-concentration spells in a few minutes of preptime.
Combat went well and we ended the session as ARENA CHAMPIONS!
3. What felt nice?
Scholar felt nice. I've often felt like the Wizard should have an expertise in some int skills. This time it was less important, because I had the Skill Expert Feat. But still, it felt nice and wizard-like.
Memorize Spell really lifted some optimization pressure off of my shoulders. As an over-prepper, it made me relax. I felt like I could always memorize some crucial spell.
I normally wouldn't prep spells like Tiny Servant despite wanting a Harry Potter-style Transmutation wizard. Just too much competition in the prep limit. But now I realized that I could always Memorize those fun and quirky utility spells if I felt like it.
The extra Transmutation spells from Savant were great! A simple thing to add more depth/focus to the Wizard Schools.
4. What felt wrong?
The 1min length of the Memorize Spell ritual felt way too short. I feel like it could be abused quite a bit. And I personally don't want to find myself trying to make ethical decisions regarding my prepping. I'd rather have it balanced enough to not have to worry about such things. But I also wouldn't want to limit it too much, as it offered some nice ideas and freedom this way.
5. Personal notes and ideas for changes
Maybe change Memorize Spell from 1 minute "casting" time to 10 minutes. You could still use it freely, but it wouldn't replace Ritual Casting or make preparing long casting time spells like Fabricate pointless to prepare.
I thought it might be wise to limit the spell level for Memorize to 5th level. The freedom and versatility it offers at level 10 is already rather remarkable. Memorizing even higher level spells would feel a bit over the top.
I wouldn't necessarily limit the number of uses for Memorize. I like that it can be used for sub-optimal fun spells without worrying that you'll ruin your prepping. Limiting it to for example Int modifier / LR or something like that would probably ruin the aspect of having a transmutation spell for all sorts of random things in life. At least for me. I would probably hoard those Uses like we hoard our consumables - "for when I REALLY need them"
Maybe Memorizing could be limited to your own School? That would be fun and add yet more value to specific schools.
Maybe also add a detail that spells cast with a Memorized spell would be immediately Dispelled if you Memorized a different spell. Would prevent the Gift of Alacrity/ Mage Armor shenanigan.
I don't think you're going to get many responses. Among other things because I believe that the majority of people who fill out the playtest survey have not tried the playtest.
My last playtest game:
1. What class / feature / concept were you playtesting?
Eldritch Knight
2. Describe which features you used and how.
It was a lvl5 oneshoot, but the DM asked me to use War Magic (lvl7) to see how it worked.
3. What felt nice?
The ability to do booming blade or green flame blade with multiattack, and without needing to spend your bonus action, feels great. I also find it very interesting that you have several weapons with their special properties unlocked. This opens up a range of tactical options that you didn't have before. Second Wind is also much more interesting now. At lvl 5 it allows you to move more freely each time you use it, giving you another new tactical option. I used it a couple of times to reposition myself (and heal myself in the process), and I thought it was a great addition to the fighter.
4. What felt wrong?
The truth is that I couldn't say anything that seems bad about the changes. I do think it's annoying that from lvl5 to lvl7 you can't do your cantrip with your multiattack, but I couldn't call it wrong in itself.
5. Personal notes and ideas for changes
Well, I think they could introduce armor and shields (plural), with unlockable properties following the weapons path. That would make the fighter even more interesting. I also think that the eldritch knight should get War Magic before lvl 7. I know that's complicated, since at lvl 5 you don't gain a subclass feature, and at lvl3 it seems strange to get something that you won't use until level 5. However having multiattack with the eldritch knight, and not being able to replace one of them with your cantrip, is quite annoying. In fact, that feature seems core to me in Eldritch Knight.
So I am just going to add into what I put in a previous thread about my Archfey Warlock test.
What felt right:
Invocations and ritual casting, archfey features. The invocations and ritual casting gave me a lot of out of combat utility casting and made me a problem solving character with a lot of fun tools for exploration and social. Eldritch blast worked as well as always and the sheer number of available spells meant I almost always had at least one spell that could help solve just about any problem
What felt wrong: The warlock spell list. Honestly, there are so many spells granted, but once you start picking spells there are a few stand out and then it is just a really mediocre list with some obvious "warlock feeling" spells missing on the list which makes it hard to pick spells that fit. Need to see Polymorph, confusion and bestow curse on their somehow. Some spells seem like they should scale but don't like protection from good and evil being multi-target with higher casts. Even spells like Hallow and Legend lore feel like things that belong. How is Planar binding not on the warlock list. Ray of Sickness, Tausha's Caustic Brew, Witch bolt should have a longer range and/or maybe not be concentration I want to want it. Augury should be a ritual spell that warlocks have access to. Enlarge/reduce, seems very warlocky to me.
Hex still feels bad to cast at higher levels. Solid for a first level slot bad for higher slots which encourages the multi-classing still. Hunger of Hadar still has no scaling and feels off.
I played at level 7, but when picking spells I really felt limited by the spell list more than anything else at this point.
So I am just going to add into what I put in a previous thread about my Archfey Warlock test.
What felt right:
Invocations and ritual casting, archfey features. The invocations and ritual casting gave me a lot of out of combat utility casting and made me a problem solving character with a lot of fun tools for exploration and social. Eldritch blast worked as well as always and the sheer number of available spells meant I almost always had at least one spell that could help solve just about any problem
What felt wrong: The warlock spell list. Honestly, there are so many spells granted, but once you start picking spells there are a few stand out and then it is just a really mediocre list with some obvious "warlock feeling" spells missing on the list which makes it hard to pick spells that fit. Need to see Polymorph, confusion and bestow curse on their somehow. Some spells seem like they should scale but don't like protection from good and evil being multi-target with higher casts. Even spells like Hallow and Legend lore feel like things that belong. How is Planar binding not on the warlock list. Ray of Sickness, Tausha's Caustic Brew, Witch bolt should have a longer range and/or maybe not be concentration I want to want it. Augury should be a ritual spell that warlocks have access to. Enlarge/reduce, seems very warlocky to me.
Hex still feels bad to cast at higher levels. Solid for a first level slot bad for higher slots which encourages the multi-classing still. Hunger of Hadar still has no scaling and feels off.
I played at level 7, but when picking spells I really felt limited by the spell list more than anything else at this point.
Aquilon is usually the source of reason for me.
The tasha spells in general have a warlock feel.
And because I keep pushing for it, how do the former pacts feel? Do you miss them?
I always feel like I'd rather have more use of them, and for the most part they don't scale so they tend to fall to the wayside.
Is it possible to also playtest higher levels (13-ish) to see how it feels for the mystic arcanum benefits? (since a lot of theorycrafting revolves around it)
So I am just going to add into what I put in a previous thread about my Archfey Warlock test.
What felt right:
Invocations and ritual casting, archfey features. The invocations and ritual casting gave me a lot of out of combat utility casting and made me a problem solving character with a lot of fun tools for exploration and social. Eldritch blast worked as well as always and the sheer number of available spells meant I almost always had at least one spell that could help solve just about any problem
What felt wrong: The warlock spell list. Honestly, there are so many spells granted, but once you start picking spells there are a few stand out and then it is just a really mediocre list with some obvious "warlock feeling" spells missing on the list which makes it hard to pick spells that fit. Need to see Polymorph, confusion and bestow curse on their somehow. Some spells seem like they should scale but don't like protection from good and evil being multi-target with higher casts. Even spells like Hallow and Legend lore feel like things that belong. How is Planar binding not on the warlock list. Ray of Sickness, Tausha's Caustic Brew, Witch bolt should have a longer range and/or maybe not be concentration I want to want it. Augury should be a ritual spell that warlocks have access to. Enlarge/reduce, seems very warlocky to me.
Hex still feels bad to cast at higher levels. Solid for a first level slot bad for higher slots which encourages the multi-classing still. Hunger of Hadar still has no scaling and feels off.
I played at level 7, but when picking spells I really felt limited by the spell list more than anything else at this point.
Aquilon is usually the source of reason for me.
The tasha spells in general have a warlock feel.
And because I keep pushing for it, how do the former pacts feel? Do you miss them?
I always feel like I'd rather have more use of them, and for the most part they don't scale so they tend to fall to the wayside.
Is it possible to also playtest higher levels (13-ish) to see how it feels for the mystic arcanum benefits? (since a lot of theorycrafting revolves around it)
Thank you Bob, but I am confused by your question about former pacts. Do you subclasses or the old "pact of the x".
So I am just going to add into what I put in a previous thread about my Archfey Warlock test.
What felt right:
Invocations and ritual casting, archfey features. The invocations and ritual casting gave me a lot of out of combat utility casting and made me a problem solving character with a lot of fun tools for exploration and social. Eldritch blast worked as well as always and the sheer number of available spells meant I almost always had at least one spell that could help solve just about any problem
What felt wrong: The warlock spell list. Honestly, there are so many spells granted, but once you start picking spells there are a few stand out and then it is just a really mediocre list with some obvious "warlock feeling" spells missing on the list which makes it hard to pick spells that fit. Need to see Polymorph, confusion and bestow curse on their somehow. Some spells seem like they should scale but don't like protection from good and evil being multi-target with higher casts. Even spells like Hallow and Legend lore feel like things that belong. How is Planar binding not on the warlock list. Ray of Sickness, Tausha's Caustic Brew, Witch bolt should have a longer range and/or maybe not be concentration I want to want it. Augury should be a ritual spell that warlocks have access to. Enlarge/reduce, seems very warlocky to me.
Hex still feels bad to cast at higher levels. Solid for a first level slot bad for higher slots which encourages the multi-classing still. Hunger of Hadar still has no scaling and feels off.
I played at level 7, but when picking spells I really felt limited by the spell list more than anything else at this point.
Aquilon is usually the source of reason for me.
The tasha spells in general have a warlock feel.
And because I keep pushing for it, how do the former pacts feel? Do you miss them?
I always feel like I'd rather have more use of them, and for the most part they don't scale so they tend to fall to the wayside.
Is it possible to also playtest higher levels (13-ish) to see how it feels for the mystic arcanum benefits? (since a lot of theorycrafting revolves around it)
Thank you Bob, but I am confused by your question about former pacts. Do you subclasses or the old "pact of the x".
AS PER THE HEADLINE:
Submit your real life playtest memos here. I will provide a simple format to keep the thread somewhat uniform. Length and detail is up to you.
Only actual game sessions, no speculation of possible playtests/playtest ideas in this thread. :)
You can comment on other people's memos and ideas. Just keep it kind, constructive and concrete. Let¨s avoid speculation. Keep in mind that these notes are based on actual in-game experiences, so unless you have similar experience, then think twice before you heavily oppose something.
Finland GMT/UTC +2
Level 10 UA Wizard combined with official 5e Transmutation subclass in a campaign that takes place in Hell. Using the Spellpoint variant rule.
2. Describe which features you used and how.
I replaced my level 10 wizard's class features with the UA Playtest 7 wizard version. I kept my original Transmutation subclass.
The session started right after a Long Rest, so I made some spell changes. The amount of prepared spells was pretty much the same, but I added one extra Transmutation spell into my Spellbook for each spell level, following the new revised Savant feature from the other subclasses.
I was able to take some new interesting spells and it allowed me to focus more on Transmutation. A small thing that made the whole subclass/character feel more specialized in Transmutation magic.
We had an Arena fight coming up, so my spells were prepared with that in mind. I realized that I wouldn't need to worry about prepping long casting time spells like Fabricate anymore. What's another minute in such a long Casting Time? So I figured I would just Memorize it if I need to. At the same time I realized that low level Ritual Spells lost quite a bit of value at these levels. I could Memorize and cast them in 1 minute instead of the 10 minute ritual. At level 10 I could spare the lvl 1 spell points (or a level 1 slot)
Before the Arena fight, I Memorized Dispel Magic, which is a spell I usually don't have prepared because of the party cleric. But at that point I had a nice arsenal of combat spells and figured it wouldn't hurt to have it as well.
Right before the battle, I cast a few protection spells like Mage Armor and Longstrider from my Background Feat and Mark of Warding subrace. I have these "always prepared", but there I started thinking: I wouldn't need to prepare them with the Memorize feature.
I realized that I had Gift of Alacrity on my spell list, but I never kept it prepared. It was too late now as we were moments away from Initiative, but next time I could just Memorize Gift of Alacrity for a moment, cast it for 8 hours, Memorize another spell and I'd have 7 hours and 58 minutes of Gift of Alacrity left. I could easily do this with all of my 1h+ non-concentration spells in a few minutes of preptime.
Combat went well and we ended the session as ARENA CHAMPIONS!
3. What felt nice?
Scholar felt nice. I've often felt like the Wizard should have an expertise in some int skills. This time it was less important, because I had the Skill Expert Feat. But still, it felt nice and wizard-like.
Memorize Spell really lifted some optimization pressure off of my shoulders. As an over-prepper, it made me relax. I felt like I could always memorize some crucial spell.
I normally wouldn't prep spells like Tiny Servant despite wanting a Harry Potter-style Transmutation wizard. Just too much competition in the prep limit. But now I realized that I could always Memorize those fun and quirky utility spells if I felt like it.
The extra Transmutation spells from Savant were great! A simple thing to add more depth/focus to the Wizard Schools.
4. What felt wrong?
The 1min length of the Memorize Spell ritual felt way too short. I feel like it could be abused quite a bit. And I personally don't want to find myself trying to make ethical decisions regarding my prepping. I'd rather have it balanced enough to not have to worry about such things. But I also wouldn't want to limit it too much, as it offered some nice ideas and freedom this way.
5. Personal notes and ideas for changes
Maybe change Memorize Spell from 1 minute "casting" time to 10 minutes. You could still use it freely, but it wouldn't replace Ritual Casting or make preparing long casting time spells like Fabricate pointless to prepare.
I thought it might be wise to limit the spell level for Memorize to 5th level. The freedom and versatility it offers at level 10 is already rather remarkable. Memorizing even higher level spells would feel a bit over the top.
I wouldn't necessarily limit the number of uses for Memorize. I like that it can be used for sub-optimal fun spells without worrying that you'll ruin your prepping. Limiting it to for example Int modifier / LR or something like that would probably ruin the aspect of having a transmutation spell for all sorts of random things in life. At least for me. I would probably hoard those Uses like we hoard our consumables - "for when I REALLY need them"
Maybe Memorizing could be limited to your own School? That would be fun and add yet more value to specific schools.
Maybe also add a detail that spells cast with a Memorized spell would be immediately Dispelled if you Memorized a different spell. Would prevent the Gift of Alacrity/ Mage Armor shenanigan.
Finland GMT/UTC +2
I don't think you're going to get many responses. Among other things because I believe that the majority of people who fill out the playtest survey have not tried the playtest.
My last playtest game:
1. What class / feature / concept were you playtesting?
Eldritch Knight
2. Describe which features you used and how.
It was a lvl5 oneshoot, but the DM asked me to use War Magic (lvl7) to see how it worked.
3. What felt nice?
The ability to do booming blade or green flame blade with multiattack, and without needing to spend your bonus action, feels great.
I also find it very interesting that you have several weapons with their special properties unlocked. This opens up a range of tactical options that you didn't have before.
Second Wind is also much more interesting now. At lvl 5 it allows you to move more freely each time you use it, giving you another new tactical option. I used it a couple of times to reposition myself (and heal myself in the process), and I thought it was a great addition to the fighter.
4. What felt wrong?
The truth is that I couldn't say anything that seems bad about the changes. I do think it's annoying that from lvl5 to lvl7 you can't do your cantrip with your multiattack, but I couldn't call it wrong in itself.
5. Personal notes and ideas for changes
Well, I think they could introduce armor and shields (plural), with unlockable properties following the weapons path. That would make the fighter even more interesting.
I also think that the eldritch knight should get War Magic before lvl 7. I know that's complicated, since at lvl 5 you don't gain a subclass feature, and at lvl3 it seems strange to get something that you won't use until level 5. However having multiattack with the eldritch knight, and not being able to replace one of them with your cantrip, is quite annoying. In fact, that feature seems core to me in Eldritch Knight.
So I am just going to add into what I put in a previous thread about my Archfey Warlock test.
What felt right:
Invocations and ritual casting, archfey features. The invocations and ritual casting gave me a lot of out of combat utility casting and made me a problem solving character with a lot of fun tools for exploration and social. Eldritch blast worked as well as always and the sheer number of available spells meant I almost always had at least one spell that could help solve just about any problem
What felt wrong:
The warlock spell list. Honestly, there are so many spells granted, but once you start picking spells there are a few stand out and then it is just a really mediocre list with some obvious "warlock feeling" spells missing on the list which makes it hard to pick spells that fit. Need to see Polymorph, confusion and bestow curse on their somehow. Some spells seem like they should scale but don't like protection from good and evil being multi-target with higher casts. Even spells like Hallow and Legend lore feel like things that belong. How is Planar binding not on the warlock list. Ray of Sickness, Tausha's Caustic Brew, Witch bolt should have a longer range and/or maybe not be concentration I want to want it. Augury should be a ritual spell that warlocks have access to. Enlarge/reduce, seems very warlocky to me.
Hex still feels bad to cast at higher levels. Solid for a first level slot bad for higher slots which encourages the multi-classing still. Hunger of Hadar still has no scaling and feels off.
I played at level 7, but when picking spells I really felt limited by the spell list more than anything else at this point.
What Eldritch Invocations did you choose?
Aquilon is usually the source of reason for me.
The tasha spells in general have a warlock feel.
And because I keep pushing for it, how do the former pacts feel? Do you miss them?
I always feel like I'd rather have more use of them, and for the most part they don't scale so they tend to fall to the wayside.
Is it possible to also playtest higher levels (13-ish) to see how it feels for the mystic arcanum benefits? (since a lot of theorycrafting revolves around it)
Thank you Bob, but I am confused by your question about former pacts. Do you subclasses or the old "pact of the x".
Pact of the x....
I chose tome, misty visions, elditch mind, agonizing blast, one with shadows, ascendant step.
Was really struggling with several choices. Mask sounded good, so did lessons of the first one.
So really you DO seem to have support for at least the spellcaster subtype as well as the blade.
Well, at least it's good to know. (Still want a beefier pact of the chain!!! Lol)