D&D 5E New Unearthed Arcana: Heroes of Krynn Revisited

WotC's Jeremy Crawford has announced a new Unearthed Arcana article today with redesigns from the prior Heroes of Krynn UA based on feedback, and in the following video he discusses that feedback and what's in the article:
  • New iteration of Kender based on feedback survey, due to mixed response. This time is a back to basics, aiming to capture 1E AD&D fearlessness, curiosity and taunting skills. Delve into their origins from Gnomes in deep history.
  • Kender are no longer fey creatures who grab objects from the Feywild
  • Tweaked Feats from prior article
  • Tweaked Backgrounds from prior article
  • Brand new rule giving a list of free Feats for ANY Background
  • Free Feat rule for Level 4 for all characters that doesn't take the ASI away, based on a curated list
  • Reveals that in the Adventure, healing magic is already back.
 

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I am perfectly fine with good, evil, and neutral forces being around. But I don’t think groups like the mages of High Sorcery should be defined by it. It’s fine for the groups to have members of certain alignments above all else in the groups, but they should not be identifying as those alignments. Which why I think the UAs terms work best.
Why not though? You have 3 Gods, Good, Neutral/Balance, and Evil, you have 3 'robes', and you have an organization dedicated to the protection of Magic above all, and as such protecting the people from its misuse by renegades.

Why wouldn't that be codified within such an organization?
 

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Except perhaps during the earliest part of my high school and college days--which was back when 2e was out--I've don't think I've ever been in a D&D group where the players always went in blasting or where what the monster was like wasn't important. My group tried to do the GDQ series, converted to 5e, and gave up because we find that sort of stuff, without enough RPing, to be quite boring.
yes we already acknowledged different playing styles exist. Your experience being different isn't an argument to get rid of a tool people use which you do not. But I feel like there is a tone here that hints at a snideness which I will reference below.


And this is where alignment becomes a straightjacket, particularly when you have racial alignments. Oh, it's an orc, it must be one of the baddies because that's what its alignment is. Nope, can't use them as allies; they're baddies. Oh, it's a gold dragon, it has to be an ally.

This, from my perspective in our games, is sheer nonsense. There is no straight jacket at all to an NPC stat block. And I didn't say a monster state block in a monster manual, I said A NON-PLAYER CHARACTER STAT BLOCK IN A WRITTEN ADVENTURE.

You just either intentionally shifted the argument, or showed you didn't follow it to begin with (or I guess third choice, intentionally misrepresented it). There is no "it's an orc therefore" anywhere in anything I've said or implied. I don't see how anyone could get that impression from anything I've written. Not there is "an orc" but I've always said THIS SPECIFIC NPC is alignment X.

If you thought you were arguing against someone in favor of "all race X are alignment Y" then you're mistaken. Find someone else to disagree with about that topic because that's not what I am saying at all.

Good thing I prefer Unseen University to Hogwarts.


"Not a combat-first encounter" and "bad guy" are not descriptions of how to play the creature or what it's like. Also, it's a straightjacket because why should a particular monster always be a bad guy or potential ally? That highly limits what you can do with the creature.

It really doesn't. I can play them however I want, but I like having the tool of "evil" or "good" or "neutral" as a shorthand to what I am going to find described in the description for that NPC. Doesn't mean they cannot be an ally if evil - but it does mean IF they're going to be an ally, the nature of that alliance is going to be precarious and likely dependent on a mutual enemy or similar reason to not fight each other. It's a hint as to what I will find in the description.


And how many of these people prep with alignment because it's a useful tool, and how many prep with it because that's what they've always done, and how many people prep with it because they don't know what to do with a creature unless it has an alignment to tell them that the creature is a bad guy or not a combat-first creature?
It doesn't matter. Have enough respect for your peers to trust they know themselves better than you know them, and you know yourself better than they know you. Your job is not to show them the better way because you know better than them, any more their job is to show you a better way because they know better than you.

It's this elitist tone I think that pisses people off the most - that your games are somehow better and you know better and others just need to be educated on your enlightened ways. It came through in your first paragraph about how you have found combat boring since you left middle school years, and couped with this "people just don't know enough" attitude, that makes me think you're not in this conversation to change hearts and minds so much as it's to tweak the grognards who dissent from your view.

It's possible alignment is a tool some find genuine use for, and others do not. And it should be OK for a tool to exist which you don't use and others do.


And again, the type of armor doesn't tell you how to play the character. We're not talking about loot here. We're talking about roleplaying.


Can the game take away a DM tool because it has caused countless arguments over literal decades and is often not used properly even within the game itself?
Roleplaying notes are no more or less important than anything else in that statblock is my point. You have all sorts of stuff in a statblock which are summaries of larger concepts, used as short hand. Hit points are not really how much damage a creature can take so much as they're a representation of their luck and skill and toughness and protection from their gods and endurance and all sorts of factors which all get summarized as "hit points" in the stat block. Much like Strength: 18 represents how well the creature can jump, climb, escape from a grapple, initiate a grapple, lift things, drag things, shove things, etc..And AC 20 means a lot of things, including the armor elaborated on in the description. Much like LG is representing a huge host of RP attitudes and preconceived notions which, for some stat blocks, will be elaborated on in the description.

I do think NPC stat blocks for alignment are used in-game fairly often. I also think authors of adventures also like them as a tool.

And no, "people argue on message boards" isnt a good reason to take away a tool. People will argue about whatever you replace it with as well so that's a bad argument :)

I don't think people argue IN GAME about NPC stat blocks. They argue about PLAYER CHARACTER alignment and I already said I don't care about that. Remove it all you want. It's not what I find useful from that tool. If players want to use it as a tool for their PC though, be my guest. But please, include it in NPC stat blocks in adventures, or replace it with something at least as useful and brief.
 

except chaos isn't what you said you said Takisisis who is CE CHAOTIC yes but also EVIL
This was in 95 using a novel as a vehicle for a setting reboot. You are kind of missing the forest for the trees.

This wasnt just some Chaotic entity, it was the primordial Chaos, the daddy of them all, come to break it all down into the star dust that formed the universe before 'a thing' was 'a thing'.

Beyond Good and Evil.
 


I think you've vastly overestimating the average player's desire to go online to look up something like alignment. We forum goers are a special breed.
So by this logic, there's no point in having expanded definitions in the books, either, because the average person isn't going to get up and grab their books to look it up, since it seems like most people use online tools and pdfs at least some of the time.

Plus--as I said in an earlier post--alignment could easily be replaced by a short motive for a monster, like in Cypher System or Fate. "Likes killing people" is much more useful than "chaotic evil."

And AC 20 doesn't describe what is protecting the creature in any detail, yet you seem to be okay with using that.
Because--as I've said multiple times--one's AC, the number, has nothing to do with how the creature is played.

You, and Mistwell, seem to be confusing AC with armor.

Cool. Nothing wrong with that. Nothing wrong with using NE, either.
But it makes using the label of Neutral Evil useless as well.

When you label a creature as Whatever Evil, you are basically saying that no matter what the creature does, it does so while being evil. It has Evil breakfast and takes Evil showers and teaches their children Evil ABCs. It's why the books go into detail about how awful orc or goblin day-to-day life is. The alignment system doesn't really allow for a creature that isn't always good or evil, except by labeling them as neutral and using neutral to mean "sometimes good and sometimes evil."

I've been in multiple debates over what AC means. On these forums even. It goes hand in hand with hit points and what hits represent. For example, if a hit isn't actually hitting and doing physical damage, yet still takes off hit points, what the hell does plate mail even do? It can't protect you from damage that isn't damage any better than leather or even no armor.
This isn't a debate as to what AC 20 is, though. AC 20 means one thing: that you need to roll a 20 or above to hit. It literally doesn't matter to the game how you have AC 20.

And your example still isn't a debate about armor; it's a debate about what hit points actually represent. And the answer is, it's an abstract tool, not a single thing.

And neither hit points nor AC determine how a character is played, which is what alignment is supposed to do, but generally doesn't.

According to him, yes. According to alignment as written, no.
Then the alignment isn't objective, because it can be interpreted in more than one way.

Evil. It can't be anything else no matter how many are saved. The separate act of saving the people would be good.

You've murdered a child(evil) and saved people(good).

No. It wouldn't matter.
And this level of black-and-white-ness is another reason why alignment fails to do its job well. It doesn't allow for nuance.
 

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