Mastery Properties are coming to weapons now, though at present only Barbarians can utilize them. I am hoping that any class would be able to use them if they made it a universal feat that you could get at the appropriate times you can take one as that seems pretty cool.
"MOVING BETWEEN ATTACKS If you Move on your turn, you can use some or all of that movement to move between the attacks of this action if you have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action." This seems fine, gives players the ability to use their Extra Attacks if they down an enemy with the first hit of their Extra Attack.
"BLINDSIGHT If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can effectively see anything that isn’t behind Total Cover, even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can effectively see a creature that has the Invisible condition." This seems pretty imbalanced on both sides, Blindsight got a huge buff.
"D20 TESTS The term d20 Test encompasses the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects d20 Tests, it affects all three of these rolls. The DM determines whether a d20 Test is warranted in any given circumstance." This is very ambiguous and can be openly abused.
"RITUAL CASTING If you have a spell prepared that has the Ritual tag, you can cast that spell as a Ritual. A special feature is no longer required for Ritual casting. All the other rules on Rituals in the 2014 Player’s Handbook still apply." So no more Ritual Caster Feat? Seems weird.
1) Fighters, Barbarians, Paladins and Rangers are all getting Weapon Mastery, but the latest packet only contains Barbarians. There will also be the Weapon Master feat from the previous UA (feats are not in the rules glossary and so are not being superseded by future packets.)
2) You could always move between your attacks even in 2014 5e. See PHB 190
3) Blindsight always beat blindness (that's the point after all) as well as both kinds of darkness, see MM 8. It just wasn't spelled out as explicitly as the UA version.
4) I'm not sure what you think is ambiguous/abusable about d20 Test either.
5) Influence explicitly only has DC 15 as a guideline, the DM has more than enough rules support to set a higher number (or a lower one) or even declare the check impossible/automatic.
6) Ritual Caster still exists, see UA 2. Again, feats are not in the glossary anymore and therefore not superseded.
I believe that Weapon masteries should not be attached to the classes; they should be their optional system for weapons that anyone with proficiency with a weapon should be able to do; the name states it all: you are proficient with it; hence learned how to use it/master it to a degree. It feels like it is robbing the classes' feature space for something more class-unique.
I believe that Weapon masteries should not be attached to the classes; they should be their optional system for weapons that anyone with proficiency with a weapon should be able to do; the name states it all: you are proficient with it; hence learned how to use it/master it to a degree. It feels like it is robbing the classes' feature space for something more class-unique.
They do have a way for any class to access it though, via feats (Weapon Master specifically.) It's also a half-feat, so fitting it into a build is pretty easy.
The D20 check is simply a new name for the existing system. Any abuse of it is no more than regular abuse of the existing system.
Blindsight is being meshed with Truesight, it appears, but I think it is a clarification.
My particular approach to Rules lawyers is rather harsh, and I do not allow it during play. I have used the Influencing actions rather consistently in our playtests, and it is one of the favorite systems for my heavy RP group.
I shifted our entire magic system, so ritual stuff has no impact on my game, but we don't actually know if there is no more ritual caster feat or not -- I haven't seen anything about it.
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I fully intend to ignore the fact the the Influence action exists, as I find spelling out stuff that is just logical world building kind of gross. My NPCs will help the party if the party give them a good reason to, not because they rolled whatever number on a d20.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
I fully intend to ignore the fact the the Influence action exists, as I find spelling out stuff that is just logical world building kind of gross. My NPCs will help the party if the party give them a good reason to, not because they rolled whatever number on a d20.
There are questions/interpretations underneath the walls of playtest quotes, they're just hard to see because this person seems to have copied straight from the PDF and their own verbiage uses the same font.
Regarding the Influence Action, I don't think this guidance prevents you from controlling the narrative though. It's not like 3.5 where the DC was set in stone and you could roll without the DM's permission to turn the BBEG into a fanatical follower or something.
I shifted our entire magic system, so ritual stuff has no impact on my game, but we don't actually know if there is no more ritual caster feat or not -- I haven't seen anything about it.
It's in the Expert Classes playtest. It'll need to be adjusted now that unified spell lists are no longer a thing, but what it does now is let you pick two 1st-level spells with the ritual tag and have them always prepared, which of course means they can be cast as rituals by anyone under the new ritual rules. You can also of course cast them with any spell slots you have. Even if you don't have spell slots at all, you also gain the ability to cast one of the two spells once without a spell slot using its normal casting time, refreshing on a LR.
So you could shorten it to "you gain two additional spells known, and can cast one of them 1/LR without using a spell slot. These spells must have the ritual tag."
I shifted our entire magic system, so ritual stuff has no impact on my game, but we don't actually know if there is no more ritual caster feat or not -- I haven't seen anything about it.
It's in the Expert Classes playtest. It'll need to be adjusted now that unified spell lists are no longer a thing, but what it does now is let you pick two 1st-level spells with the ritual tag and have them always prepared, which of course means they can be cast as rituals by anyone under the new ritual rules. You can also of course cast them with any spell slots you have. Even if you don't have spell slots at all, you also gain the ability to cast one of the two spells once without a spell slot using its normal casting time, refreshing on a LR.
So you could shorten it to "you gain two additional spells known, and can cast one of them 1/LR without using a spell slot. These spells must have the ritual tag."
Ah, yeah, that seems likely -- been a while since the Expert classes, lol.
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I believe that Weapon masteries should not be attached to the classes; they should be their optional system for weapons that anyone with proficiency with a weapon should be able to do; the name states it all: you are proficient with it; hence learned how to use it/master it to a degree. It feels like it is robbing the classes' feature space for something more class-unique.
A master spends all their free time perfecting a skill. That is way different than being profient with a weapon. If you are learning spells, learning other skills that take an equal amount of your focus you can not truly be a master. All solders in our military are proficent with a fire arm but a sharpshooter, trained to take out key enemies from great distance practices that skill to master it.
1) Fighters, Barbarians, Paladins and Rangers are all getting Weapon Mastery, but the latest packet only contains Barbarians. There will also be the Weapon Master feat from the previous UA (feats are not in the rules glossary and so are not being superseded by future packets.)
2) You could always move between your attacks even in 2014 5e. See PHB 190
3) Blindsight always beat blindness (that's the point after all) as well as both kinds of darkness, see MM 8. It just wasn't spelled out as explicitly as the UA version.
4) I'm not sure what you think is ambiguous/abusable about d20 Test either.
5) Influence explicitly only has DC 15 as a guideline, the DM has more than enough rules support to set a higher number (or a lower one) or even declare the check impossible/automatic.
6) Ritual Caster still exists, see UA 2. Again, feats are not in the glossary anymore and therefore not superseded.
Yeah I think the thing with Blindsight that gets me is the ability to "see" invisibility. It just doesn't make sense to me. Detecting it, sure, I would agree to that extent but seeing...no.
What I meant about ambiguous and abuse-able is that is reads as though if you had Advantage or bonus on any check, saving throw, or spell save of that particular stat it grants the same thing universally to each other one of those types of throws to that specific stat if unspecified.
It just seemed that they were nicking Ritual Caster as a feat with the way they worded it.
There are questions/interpretations underneath the walls of playtest quotes, they're just hard to see because this person seems to have copied straight from the PDF and their own verbiage uses the same font.
Regarding the Influence Action, I don't think this guidance prevents you from controlling the narrative though. It's not like 3.5 where the DC was set in stone and you could roll without the DM's permission to turn the BBEG into a fanatical follower or something.
To these things I am indeed not versed in how to properly use these systems of transcribing my posts, tried to figure out the formatting before and nearly tossed my keyboard. Trying to bold or unbold text is not easy to do, clicking the "B" on the bar seems to jolt around where I have the text ready to go or sometimes just doesn't do anything at all. And fonts and sizes were all over the place so I just copied everything into a word document first and then pasted it over from there without any formatting because it was setting up these really outlandish text breaks and headers that weren't actually there.
Yeah I heard nightmare renditions of 3.5 where players rolled without the DMs permission at times but never thought they could turn any enemy into a friend or ally but I wasn't sure how truthful those claims were as I only ever played one 3.5 game and it was a one-shot at a game store.
Yeah I think the thing with Blindsight that gets me is the ability to "see" invisibility. It just doesn't make sense to me. Detecting it, sure, I would agree to that extent but seeing...no.
What I meant about ambiguous and abuse-able is that is reads as though if you had Advantage or bonus on any check, saving throw, or spell save of that particular stat it grants the same thing universally to each other one of those types of throws to that specific stat if unspecified.
It just seemed that they were nicking Ritual Caster as a feat with the way they worded it.
1) Why? Blindsight doesn't use visual stimuli, that's the whole point. If a bat is using blindsight to perceive you, they're bouncing the soundwaves from their echolocation off you - whether you're invisible or not, you're still occupying that space and will register to them.
2) If you have something that specifically affects "d20 tests" then that thing does indeed affect all three of them. But if it affects "attack rolls" then it's not affecting d20 tests - it's just affecting attack rolls.
3) Essentially, every caster is a Ritual Caster now. The Ritual Caster is there for non-spellcasters.
Yeah I think the thing with Blindsight that gets me is the ability to "see" invisibility. It just doesn't make sense to me. Detecting it, sure, I would agree to that extent but seeing...no.
What I meant about ambiguous and abuse-able is that is reads as though if you had Advantage or bonus on any check, saving throw, or spell save of that particular stat it grants the same thing universally to each other one of those types of throws to that specific stat if unspecified.
It just seemed that they were nicking Ritual Caster as a feat with the way they worded it.
1) Why? Blindsight doesn't use visual stimuli, that's the whole point. If a bat is using blindsight to perceive you, they're bouncing the soundwaves from their echolocation off you - whether you're invisible or not, you're still occupying that space and will register to them.
2) If you have something that specifically affects "d20 tests" then that thing does indeed affect all three of them. But if it affects "attack rolls" then it's not affecting d20 tests - it's just affecting attack rolls.
3) Essentially, every caster is a Ritual Caster now. The Ritual Caster is there for non-spellcasters.
It should be BlindSense, thematically and just in general Blindsight makes it seem like they are able to see where you are at all times even though it is really just s sense that isn't exactly sight. Would you consider a creature with no regular sight, and only "sees" via sound-waves as having sight or having a sense that allows them to perceive their surroundings? It is just worded weirdly. Blindsight by definition is: the ability to respond to visual stimuli without consciouslyperceiving them. This means that Blindsight creatures aren't actually able to see like the word "sight" implies. I also don't think that it is wrong that they can see invisibility, it just means that it is getting closer to being truesight minus the ability to see through illusions and shape changes.
Yeah I guess that makes sense for those d20 tests then.
I like that casters can all ritual cast and that half or non-casters have the option to.
It should be BlindSense, thematically and just in general Blindsight makes it seem like they are able to see where you are at all times even though it is really just s sense that isn't exactly sight. Would you consider a creature with no regular sight, and only "sees" via sound-waves as having sight or having a sense that allows them to perceive their surroundings? It is just worded weirdly.
"Sight" in this context means a sense precise enough to pinpoint creatures without them being considered obscured. That's it. It doesn't have to be visual.
Casters AND half-casters are all ritual casters now
A lot of these changes aren't new to UA8, they have been in previous UAs or are from the original PHB but have been rephrased to better reflect RAI.
As far as weapon mastery goes, the one thing I do not like about Monk in UA8 is that they actually lost Weapon Mastery from UA6, when most people instead just wanted monk to have a "weapon mastery" alternative for unarmed, which I do not believe would be broken to have on top of the buffs monk did get in UA8. Slow or Push would have worked well, I feel, it would have allowed monk to be a bit more impactful past just damage and stunning strike, on the battlefield.
It should be BlindSense, thematically and just in general Blindsight makes it seem like they are able to see where you are at all times even though it is really just s sense that isn't exactly sight. Would you consider a creature with no regular sight, and only "sees" via sound-waves as having sight or having a sense that allows them to perceive their surroundings? It is just worded weirdly.
"Sight" in this context means a sense precise enough to pinpoint creatures without them being considered obscured. That's it. It doesn't have to be visual.
Casters AND half-casters are all ritual casters now
adding too this, I think it's also worth noting in this context that blindsight is so called because many spells require "sight" or the ability to see the target, blindsight is meant to fulfill this requirement. Basically you can still cast spells as if you had sight while blinded, if the target is in your blindsight range. It's one part where I believe it being called blindsight is actually more accurate then 'blindsense', since 'blindsense' makes this a less obvious intention of blindsight.
It should be BlindSense, thematically and just in general Blindsight makes it seem like they are able to see where you are at all times even though it is really just s sense that isn't exactly sight. Would you consider a creature with no regular sight, and only "sees" via sound-waves as having sight or having a sense that allows them to perceive their surroundings? It is just worded weirdly.
"Sight" in this context means a sense precise enough to pinpoint creatures without them being considered obscured. That's it. It doesn't have to be visual.
Casters AND half-casters are all ritual casters now
I get that, just based on the name it is weird to call it sight when it really isn't, it's perception through a sense that isn't sight.
They all could be ritual casters before too, just an interesting and pleasant change with it not needing a specific feat now.
A lot of these changes aren't new to UA8, they have been in previous UAs or are from the original PHB but have been rephrased to better reflect RAI.
As far as weapon mastery goes, the one thing I do not like about Monk in UA8 is that they actually lost Weapon Mastery from UA6, when most people instead just wanted monk to have a "weapon mastery" alternative for unarmed, which I do not believe would be broken to have on top of the buffs monk did get in UA8. Slow or Push would have worked well, I feel, it would have allowed monk to be a bit more impactful past just damage and stunning strike, on the battlefield.
It should be BlindSense, thematically and just in general Blindsight makes it seem like they are able to see where you are at all times even though it is really just s sense that isn't exactly sight. Would you consider a creature with no regular sight, and only "sees" via sound-waves as having sight or having a sense that allows them to perceive their surroundings? It is just worded weirdly.
"Sight" in this context means a sense precise enough to pinpoint creatures without them being considered obscured. That's it. It doesn't have to be visual.
Casters AND half-casters are all ritual casters now
adding too this, I think it's also worth noting in this context that blindsight is so called because many spells require "sight" or the ability to see the target, blindsight is meant to fulfill this requirement. Basically you can still cast spells as if you had sight while blinded, if the target is in your blindsight range. It's one part where I believe it being called blindsight is actually more accurate then 'blindsense', since 'blindsense' makes this a less obvious intention of blindsight.
I like the Weapon Mastery as a mechanic, just hope they don't lock it behind some weird prerequisites. It'd be cool to see a staff wielding wizard topple an enemy to be able to distance themselves.
But it is blind sense is it not? These creatures are described as being blind, hence the root of "Blindsight" and this ability allows them to perceive invisible creatures and it's surroundings without the use of it's "sight" since it is "blind" which to me means it is more of a sense then sight. Blindsight in and of itself is an oxymoron if it is allowing a form of sight in the first place when the creature is "blind". This would be like calling something that is deaf, "deafhearing", giving it the ability to perceive/hear sounds via sight or feeling. I think in these instances it is a sense that they are using to compensate for the lack of another sense as to not be at a disadvantage from the lack of said sense. I would just change the text in this regard and give it the caveat that it allows the creature to forgo requirements of sight since it has this sense.
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Mastery Properties are coming to weapons now, though at present only Barbarians can utilize them. I am hoping that any class would be able to use them if they made it a universal feat that you could get at the appropriate times you can take one as that seems pretty cool.
"MOVING BETWEEN ATTACKS
If you Move on your turn, you can use some or all
of that movement to move between the attacks
of this action if you have a feature, such as Extra
Attack, that gives you more than one attack as
part of the Attack action."
This seems fine, gives players the ability to use their Extra Attacks if they down an enemy with the first hit of their Extra Attack.
"BLINDSIGHT
If you have Blindsight, you can see within a
specific range without relying on physical sight.
Within that range, you can effectively see
anything that isn’t behind Total Cover, even if
you have the Blinded condition or are in
Darkness. Moreover, in that range, you can
effectively see a creature that has the Invisible
condition."
This seems pretty imbalanced on both sides, Blindsight got a huge buff.
"D20 TESTS
The term d20 Test encompasses the three main
d20 rolls of the game: ability checks, attack rolls,
and saving throws. If something in the game
affects d20 Tests, it affects all three of these rolls.
The DM determines whether a d20 Test is
warranted in any given circumstance."
This is very ambiguous and can be openly abused.
"INFLUENCE [ACTION]
With the Influence action, you can try to
influence another creature to do one thing that
you request or demand.
The DM determines when this action is
available, and it can be used only on creatures
controlled by the DM. It isn’t mind control; it
can’t force a creature to do something that is
counter to the creature’s alignment or that is
otherwise repugnant to the creature.
This action has three main parts: Attitude,
interaction, and a Charisma check.
ATTITUDE
A creature’s Attitude determines how a
character can influence that creature. Each DM-
controlled creature has one of the following
Attitudes toward player characters:
Indifferent. This is the default Attitude for DM-
controlled creatures. An Indifferent creature
might help or hinder the party, depending on
what the creature sees as most beneficial. A
creature’s indifference doesn’t necessarily
make it standoffish or disinterested.
Indifferent creatures might be polite and
genial, surly and irritable, or anything in
between. A successful Charisma check is
usually necessary when the adventurers try to
influence an Indifferent creature to do
something.
©2023 Wizards of the Coast LLC 27
Friendly. A Friendly creature wants to help the
adventurers and wishes for them to succeed.
For tasks or actions that require no particular
risk, effort, or cost, Friendly creatures often
help happily, with the Charisma check
succeeding automatically. If an element of
personal risk is involved, a successful
Charisma check is usually required to convince
a Friendly creature to take that risk.
Hostile. A Hostile creature opposes the
adventurers and their goals but doesn’t
necessarily attack them on sight. The
adventurers need to succeed on one or more
Charisma checks to convince a Hostile creature
to do anything on the party’s behalf; however,
the DM might determine that the Hostile
creature is so ill-disposed toward the
characters that no Charisma check can sway it.
In which case, the first check fails
automatically and no further Influence
attempts can be made on the creature unless
its Attitude shifts.
INTERACTION
When you take the Influence action, either
roleplay how your character interacts with the
creature or describe your character’s behavior,
focusing on your character’s request or demand.
If the interaction is especially suited to the
creature’s desires and outlook, the DM might
temporarily shift a Hostile creature to Indifferent
or an Indifferent creature to Friendly.
Similarly, if the interaction is particularly
irksome to the creature, the DM might
temporarily shift a Friendly creature to
Indifferent or an Indifferent creature to Hostile.
CHARISMA CHECK
To determine whether your request or demand
is successful, make a Charisma check. You have
Advantage on the check if the creature is
Friendly, and you have Disadvantage if the
creature is Hostile.
Choosing a Skill. The Influence Skills table
suggests which skills are applicable when you
make the Charisma check, depending on the
interaction that precedes the roll.
INFLUENCE SKILLS
Skill Interaction
Animal Handling Gently coaxing a Beast or a
Monstrosity
Deception Deceiving a creature that can
understand you
Intimidation Intimidating a creature
Persuasion Persuading a creature that can
understand you
Setting the DC. The DM sets the check’s DC. A
good guideline is to set the DC at 15 or at the
creature’s Intelligence or Wisdom score,
whichever of those three numbers is highest.
Outcome. If your check succeeds, the creature
does as you requested or demanded, based on its
understanding and driven by its alignment; it
won’t do anything that it finds repugnant. If your
check fails, you must wait to make the same
request again. The default wait time is 24 hours,
which the DM may shorten or extend depending
on the circumstances."
This rule is always weird to see when they write it out, as it just invites players to rules lawyer the DM and say, "Rules as written." In trying to do things they definitely shouldn't be able to do. 20's are important when they are natural, not when the player has +15 to a roll and hits a 5, just my own personal ruling on those. That is not to say that the +15 isn't important and good, just that in certain scenarios people often take a higher than 19 result as an automatic success without knowing that DC checks can be much higher than 20 depending on the scenario. I just hope that new players aren't going to read this and storm the tables with crazy assumptions and then leave when the DM explains their rules and it differs from what Wotc says in their rules text.
"RITUAL CASTING
If you have a spell prepared that has the Ritual
tag, you can cast that spell as a Ritual. A special
feature is no longer required for Ritual casting.
All the other rules on Rituals in the 2014 Player’s
Handbook still apply."
So no more Ritual Caster Feat? Seems weird.
1) Fighters, Barbarians, Paladins and Rangers are all getting Weapon Mastery, but the latest packet only contains Barbarians. There will also be the Weapon Master feat from the previous UA (feats are not in the rules glossary and so are not being superseded by future packets.)
2) You could always move between your attacks even in 2014 5e. See PHB 190
3) Blindsight always beat blindness (that's the point after all) as well as both kinds of darkness, see MM 8. It just wasn't spelled out as explicitly as the UA version.
4) I'm not sure what you think is ambiguous/abusable about d20 Test either.
5) Influence explicitly only has DC 15 as a guideline, the DM has more than enough rules support to set a higher number (or a lower one) or even declare the check impossible/automatic.
6) Ritual Caster still exists, see UA 2. Again, feats are not in the glossary anymore and therefore not superseded.
I believe that Weapon masteries should not be attached to the classes; they should be their optional system for weapons that anyone with proficiency with a weapon should be able to do; the name states it all: you are proficient with it; hence learned how to use it/master it to a degree. It feels like it is robbing the classes' feature space for something more class-unique.
They do have a way for any class to access it though, via feats (Weapon Master specifically.) It's also a half-feat, so fitting it into a build is pretty easy.
The D20 check is simply a new name for the existing system. Any abuse of it is no more than regular abuse of the existing system.
Blindsight is being meshed with Truesight, it appears, but I think it is a clarification.
My particular approach to Rules lawyers is rather harsh, and I do not allow it during play. I have used the Influencing actions rather consistently in our playtests, and it is one of the favorite systems for my heavy RP group.
I shifted our entire magic system, so ritual stuff has no impact on my game, but we don't actually know if there is no more ritual caster feat or not -- I haven't seen anything about it.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
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Are we sure the OP is an actual person not a bot?
I fully intend to ignore the fact the the Influence action exists, as I find spelling out stuff that is just logical world building kind of gross. My NPCs will help the party if the party give them a good reason to, not because they rolled whatever number on a d20.
High confidence actual person.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
There are questions/interpretations underneath the walls of playtest quotes, they're just hard to see because this person seems to have copied straight from the PDF and their own verbiage uses the same font.
Regarding the Influence Action, I don't think this guidance prevents you from controlling the narrative though. It's not like 3.5 where the DC was set in stone and you could roll without the DM's permission to turn the BBEG into a fanatical follower or something.
It's in the Expert Classes playtest. It'll need to be adjusted now that unified spell lists are no longer a thing, but what it does now is let you pick two 1st-level spells with the ritual tag and have them always prepared, which of course means they can be cast as rituals by anyone under the new ritual rules. You can also of course cast them with any spell slots you have. Even if you don't have spell slots at all, you also gain the ability to cast one of the two spells once without a spell slot using its normal casting time, refreshing on a LR.
So you could shorten it to "you gain two additional spells known, and can cast one of them 1/LR without using a spell slot. These spells must have the ritual tag."
Ah, yeah, that seems likely -- been a while since the Expert classes, lol.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
A master spends all their free time perfecting a skill. That is way different than being profient with a weapon. If you are learning spells, learning other skills that take an equal amount of your focus you can not truly be a master. All solders in our military are proficent with a fire arm but a sharpshooter, trained to take out key enemies from great distance practices that skill to master it.
Just my 2 cents worth.
Yeah I think the thing with Blindsight that gets me is the ability to "see" invisibility. It just doesn't make sense to me. Detecting it, sure, I would agree to that extent but seeing...no.
What I meant about ambiguous and abuse-able is that is reads as though if you had Advantage or bonus on any check, saving throw, or spell save of that particular stat it grants the same thing universally to each other one of those types of throws to that specific stat if unspecified.
It just seemed that they were nicking Ritual Caster as a feat with the way they worded it.
To these things I am indeed not versed in how to properly use these systems of transcribing my posts, tried to figure out the formatting before and nearly tossed my keyboard. Trying to bold or unbold text is not easy to do, clicking the "B" on the bar seems to jolt around where I have the text ready to go or sometimes just doesn't do anything at all. And fonts and sizes were all over the place so I just copied everything into a word document first and then pasted it over from there without any formatting because it was setting up these really outlandish text breaks and headers that weren't actually there.
Yeah I heard nightmare renditions of 3.5 where players rolled without the DMs permission at times but never thought they could turn any enemy into a friend or ally but I wasn't sure how truthful those claims were as I only ever played one 3.5 game and it was a one-shot at a game store.
1) Why? Blindsight doesn't use visual stimuli, that's the whole point. If a bat is using blindsight to perceive you, they're bouncing the soundwaves from their echolocation off you - whether you're invisible or not, you're still occupying that space and will register to them.
2) If you have something that specifically affects "d20 tests" then that thing does indeed affect all three of them. But if it affects "attack rolls" then it's not affecting d20 tests - it's just affecting attack rolls.
3) Essentially, every caster is a Ritual Caster now. The Ritual Caster is there for non-spellcasters.
It should be BlindSense, thematically and just in general Blindsight makes it seem like they are able to see where you are at all times even though it is really just s sense that isn't exactly sight. Would you consider a creature with no regular sight, and only "sees" via sound-waves as having sight or having a sense that allows them to perceive their surroundings? It is just worded weirdly. Blindsight by definition is: the ability to respond to visual stimuli without consciously perceiving them. This means that Blindsight creatures aren't actually able to see like the word "sight" implies. I also don't think that it is wrong that they can see invisibility, it just means that it is getting closer to being truesight minus the ability to see through illusions and shape changes.
Yeah I guess that makes sense for those d20 tests then.
I like that casters can all ritual cast and that half or non-casters have the option to.
"Sight" in this context means a sense precise enough to pinpoint creatures without them being considered obscured. That's it. It doesn't have to be visual.
Casters AND half-casters are all ritual casters now
A lot of these changes aren't new to UA8, they have been in previous UAs or are from the original PHB but have been rephrased to better reflect RAI.
As far as weapon mastery goes, the one thing I do not like about Monk in UA8 is that they actually lost Weapon Mastery from UA6, when most people instead just wanted monk to have a "weapon mastery" alternative for unarmed, which I do not believe would be broken to have on top of the buffs monk did get in UA8. Slow or Push would have worked well, I feel, it would have allowed monk to be a bit more impactful past just damage and stunning strike, on the battlefield.
adding too this, I think it's also worth noting in this context that blindsight is so called because many spells require "sight" or the ability to see the target, blindsight is meant to fulfill this requirement. Basically you can still cast spells as if you had sight while blinded, if the target is in your blindsight range. It's one part where I believe it being called blindsight is actually more accurate then 'blindsense', since 'blindsense' makes this a less obvious intention of blindsight.
I get that, just based on the name it is weird to call it sight when it really isn't, it's perception through a sense that isn't sight.
They all could be ritual casters before too, just an interesting and pleasant change with it not needing a specific feat now.
I like the Weapon Mastery as a mechanic, just hope they don't lock it behind some weird prerequisites. It'd be cool
to see a staff wielding wizard topple an enemy to be able to distance themselves.
But it is blind sense is it not? These creatures are described as being blind, hence the root of "Blindsight" and this ability allows them to perceive invisible creatures and it's surroundings without the use of it's "sight" since it is "blind" which to me means it is more of a sense then sight. Blindsight in and of itself is an oxymoron if it is allowing a form of sight in the first place when the creature is "blind". This would be like calling something that is deaf, "deafhearing", giving it the ability to perceive/hear sounds via sight or feeling. I think in these instances it is a sense that they are using to compensate for the lack of another sense as to not be at a disadvantage from the lack of said sense. I would just change the text in this regard and give it the caveat that it allows the creature to forgo requirements of sight since it has this sense.