It kind of frustrates me when I see posts hoping (and expecting) that things were changed majorly in the final version. Like in Bard thread where someone was hoping even after the Bard preview that they had given the Bard back the ability to give everyone bonus damage even though all of the class abilities in the chart are given at the exact same level and have the exact same name as the alpha.
The only changes from alpha to final were balance changes.
Nope:
(For the record, I use an older dictionary online because it gives a far superior 'feel' for the words compared to newer versions.)
font (n.1)"basin," Old English font, from Latin fons (genitive fontis) "fountain" (see fountain), especially in Medieval Latin fons baptismalis "baptismal font."
fountain (n.) early 15c., "spring of water that collects in a pool," from Old French fontaine "natural spring" (12c.), from Late Latin fontana "fountain, spring" (source of Spanish and Italian fontana), from noun use of fem. of Latin fontanus "of a spring," from fons (genitive fontis) "spring (of water);" cognate with Sanskrit dhanvati "flows, runs."
fount (n.) mid-15c., probably a shortening of fountain, influenced by Middle French font "fount."
, a "Baptismal Font" seems to specifically want "Font". That seems to match the usage in the D&D books, especially given the religious context.especially in Medieval Latin fons baptismalis "baptismal font."
Times four. You get four 80 foot diameter circles.Yeah, 40d6 damage in an 80 foot diameter circle from a mile away is a building-destroying spell. Can 150 points of damage knock a big hole in a castle wall I wonder?
Yeah, 40d6 damage in an 80 foot diameter circle from a mile away is a building-destroying spell. Can 150 points of damage knock a big hole in a castle wall I wonder?
Font of Magic? It's the class feature that explains how Sorcery Points work.
In the alpha warlock spells recharge only on a long rest. We haven't actually seen the PHB warlock's spell saying rules yet, but Rodney said they would have spells recharge on a short rest.
This would be a huge buff to warlocks if true. (And I hope it is, because the alpha version seems very weak in that respect.)
So far I've noticed all the changes we've seen so far are:
-Bard gets 2 more known spells and doesn't get a cantrip at level 16. The final version doesn't mention Font of Inspiration going up at level 10 and 15. Hit dice were changed from 1d6 to 1d8
-Sorcerer doesn't get a cantrip at level 16
-Cleric's Destroy Undead feature is slightly behind(starting at 1/2 instead of 1) and they don't get a cantrip at level 16
-Wizard doesn't get a cantrip at level 16
-Scribe Scroll is no longer a feat
-Martial Adept feat added
-Healing spells are all halved in effectiveness and add your stat mod
-Meteor Swarm increased dramatically in damage
-Swift spells are gone, replaced with Bonus Action spells(which do the exact same thing)
-A couple of minor renaming of abilities without changing their effect
There have been changes, but none of them are drastic by any means. I'd say the book was at least 95% complete when that Alpha was released.
Although I expect to see a couple more numbers change like the number of times an ability can be used or an adjustment on the damage of some spells, I do not believe the actual mechanics of any of the classes are changing. It kind of frustrates me when I see posts hoping (and expecting) that things were changed majorly in the final version. Like in Bard thread where someone was hoping even after the Bard preview that they had given the Bard back the ability to give everyone bonus damage even though all of the class abilities in the chart are given at the exact same level and have the exact same name as the alpha.
The only changes from alpha to final were balance changes.
Making the bard insiration ability go from 1 ally to "up to 5 allies" would be a math/balance change. So it seems like it is quite possible.
Well, looking at Wall of Stone as a guideline.
'The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.'
So as long as the wall is 5 inches thick or less, it will be destroyed on average Damage. So you wouldn't take down defensive walls, but you may well demolish a keep within them.