D&D (2024) New One D&D Playtest Document: 77 Pages, 7 Classes, & More!

There's a brand new playtest document for the new (version/edition/update) of Dungeons of Dragons available for download! This one is an enormous 77 pages and includes classes, spells, feats, and weapons.


In this new Unearthed Arcana document for the 2024 Core Rulebooks, we explore material designed for the next version of the Player’s Handbook. This playtest document presents updated rules on seven classes: Bard, Cleric, Druid, Monk, Paladin, Ranger, and Rogue. This document also presents multiple subclasses for each of those classes, new Spells, revisions to existing Spells and Spell Lists, and several revised Feats. You will also find an updated rules glossary that supercedes the glossary of any previous playtest document.


 

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Lucky I didn't claim they did then!


I already know I can change it. What I want is for the PHB to explicitly say 1) there is no default and 2) the long rest interval can and will change between different scenarios.
Good luck on that. WotC is not going to take that stand.
 

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Lucky I didn't claim they did then!
then I have no idea why you brought it up

I already know I can change it. What I want is for the PHB to explicitly say 1) there is no default and 2) the long rest interval can and will change between different scenarios.
good luck with that, I fail to see the point, esp. with the 'between different scenarios'. In one campaign I would expect consistency
 

Right, I get that, but to what end? Is the point to still be able to NOVA at the BBEG? Or to be able to make it further into the adventure that day? What is the design goal of that mechanism?
The goal is to allow both.
The classic we came up against was the Warlock. 2 Spells, maximum level, recharge both on SR. If you do 2x SR in a day, you end up with 6 max levels spells per day. But they’re SR dependent. If you do 3x PB per day Warlock spells, now you have 6 max level Warlock spells per day (at low levels), no recharge. The only difference is the former is reliant on the party, rests, and DM assistance. Why a recharge to get “some“ back, when you can have “all”, but have to manage them (A la Long Rest mechanics)? You‘re not losing anything…
Being able to burn a max level spell every round in a nova is very powerful. The warlock would lose something in that trade.

All to satisfy an arbitrary desire of some people to have everyone fill the same pattern on the same grid. No thanks.
And to be honest, as a Wizard player, I find Arcane Recovery to be stupid. Likely given to allow the Wizard to have some reason to take a SR (aside from healing). Wizards honestly have enough spells, rituals, and cantrips, they don’t need recharges…
As a Wizard player myself, I find the only problem with it is that the wizard isn’t built to need it at high levels, but at low levels it allows a lot more freedom for the class.

My whole deal is that the wizard should need that short rest, but it shouldn’t get the wizard everything back.

That is, the wizard shouldn’t have so many slots, but should regain a few with a short rest. All full casters have too many slots, tbh.
edit: And this is not directed at you @doctorbadwolf but it also very often feels like the design arguments and discussions are skirting around encounter powers, daily powers, and other 4e nomenclature, and just trying to figure out how to reskin those, while not having it look or smell anything like 4e.
Not sure where you’re going with this.

Many of us played a lot of 4e, but 4e didn’t invent most of this stuff. Meanwhile, what purpose is served bringing up the edition war trigger when there is no need to do so? We have short rest and long rest abilities in 5e. Any other game is just a comparative reference.
 

Lucky I didn't claim they did then!


I already know I can change it. What I want is for the PHB to explicitly say 1) there is no default and 2) the long rest interval can and will change between different scenarios.
I don't think we agree on much else given the thread... but that's a change I could maybe agree with on some level of short rest classes and all the wording to ensure rests in general are guaranteed successful as long as players dig their heels in went away with the hard time durations you disdain
 


Unless of course it’s spells. Then we’re all in.

:erm:
I don't recall that I've said anything, ever, that marked me as a big spell advocate. Unless you're talking about magic and the supernatural in general, and mischaracterizing that as the over simplified "spells"? If so, then I will admit that the supernatural, what with it being not real and all, isn't held to the same simulationist standard for me as things that are real. Just consistency is required. Sorry if that's a problem for you, but we each get to believe what we like.
 

I don't recall that I've said anything, ever, that marked me as a big spell advocate. Unless you're talking about magic and the supernatural in general, and mischaracterizing that as the over simplified "spells"? If so, then I will admit that the supernatural, what with it being not real and all, isn't held to the same simulationist standard for me as things that are real. Just consistency is required. Sorry if that's a problem for you, but we each get to believe what we like.

But that’s the thing. The reason spells are the way they are - fire and forget, limited use - is purely gamist. And then a “consistent” explanation is slapped on top and it’s all good.

But as soon as it’s not magic, we must adhere to rigorous physics and real world rules.

So of course the classes can never be even remotely balanced. Non-magic classes are working with one arm tied behind their back.
 

good luck with that, I fail to see the point, esp. with the 'between different scenarios'. In one campaign I would expect consistency
In case you truly haven't got the point, lemme explain.

Again.

Say one adventure has you clear out a goblin cave. You move from one dungeon room to the next. Each fight or encounter takes place a few minutes after the last one, tops. If you run from room to room, encounters can be separated by as little as one combat round, or not at all.

In order for long rest classes to not be utterly irrelevant, the rules pretty much steer you into fighting for 15 minutes and then calling it a day. (I mean that literally, do google "the 15 minute adventuring day")

So we drop that useless and senseless rule and instead say, if you take a breather, say pausing five minutes without anything happening, that counts as a long rest.

And balance between characters is restored without needlessly having to come up with stupid reasons the goblins just sit on their hands for 23,5 hours.

---

Say the next adventure takes the heroes across a big frikkin desert. You definitely don't want or need a random monster popping up every 2 minutes or so. Instead, what you want is several days of nothingness interpunctuated by the occasional encounter.

In order for long rest classes to not utterly dominate (since going nova is the obvious norm when the next encounter takes place three days from now), we also drop the useless and senseless rule "you gain back all your powers after sleeping for one night".

Instead we say, you only gain the benefits of a long rest if you sleep for a night at an oasis or other safe haven. Which obviously is something the adventure controls access to.

And balance between characters is restored.

---

Point is: the default assumption, which partly is "sleeping for the night counts as a long rest" but more importantly is "long rest works the same all the time", works against adventure writers. It is a bad rule that makes writers avoid some stories for no reason.

Don't argue spells must be replenished by sleeping because that's "realistic". It's magic. There's zero reason to shackle yourself to "realism" (rolls eyes) for this particular rule when just about everything else isn't.

Rests need to happen at the speed of plot, just as everything else. Saying this is the job of the most core of the core rulebooks: the Player's Handbook.

It should specifically and explicitly say that rests happen when the DM says they do. You can ask what you need to do to achieve a rest, but you should expect the answer to be tailored towards the specific adventure you're currently having. There is no default assumption. Every single adventure should adopt the habit of telling the DM up-front, just as you tell the DM the intended level range of the party and such.

---

Look, I might come on strong, but I'm basically explaining to myself and everybody else just how far the game needs to go to break the current expectations and finally make long and short rests work.

It's either that or drop the dichotomy.

Either way, please remember this issue doesn't make my list of top three things I want 6E to do.
 
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Look, I might come on strong, but I'm basically explaining to myself and everybody else just how far the game needs to go to break the current expectations and finally make long and short rests work.
by basically getting rid of either and replacing it with ‘your skills will recharge whenever the DM tells you they do’

Yeah, I understood that, I just am not interested in it
 

If lay on hands is to be a bonus action then it needs to be brought more in line with clerical healing, maybe 1d8+Charisma bonus or 1d8+paladin level, more like fighter's second wind. I've never liked the idea that paladins were more efficient as healers than clerics.
 

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