D&D (2024) New Unearthed Arcana Playtest Includes Barbarian, Druid, and Monk

The latest Unearthed Arcana playtest packet is now live with new barbarian, druid, and monk versions, as well as new spells and weapons, and a revised Ability Score Improvement feat.



WHATS INSIDE

Here are the new and revised elements in this article:

Classes. Three classes are here: Barbarian, Druid, and Monk. Each one includes one subclass: Path of the World Tree (Barbarian), Circle of the Moon (Druid), and Warrior of the Hand (Monk).

Spells. New and revised spells are included.

The following sections were introduced in a previous article and are provided here for reference:

Weapons. Weapon revisions are included.

Feats. This includes a revised version of Ability Score Improvement.

Rules Glossary. The rules glossary includes the few rules that have revised definitions in the playtest. In this document, any underlined term in the body text appears in the glossary.
 

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There are multiple ways to get over Str20 that mess way more with the game than more flavourful uses for strength.

The only way that getting over a 20 strength messes with the game is by increasing the accuracy of attacks to make it nearly impossible to miss. And this is true for any ability score that gets that high, and is a purely combat problem.

Is it a problem? Sure, played in a game where a Barbarian with a +3 Weapon and a Belt of Storm Giant Strength basically stopped rolling, because only a 1 or a 20 mattered, but that is a high level play problem and a combat problem, and is not something I'm terribly concerned with.
 

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That's tricky thing though. If you choose one thing and that prevents you from choosing another thing, is that really a penalty or just a choice?

It depends on how you implement it. Choosing to not have the ability to easily detect lies and traps is very different than Encumbrance, which is purely just a penalty. Making it so anyone who wants to deal any damage is required to have a stat they otherwise do not use in any way, is a penalty. Especially if you do not then remove multiple abilities from multiple classes which would start out-shining dex-based characters

That said, I do think there should be ways for strength based characters to run faster, jump further, overrun more than once per round, push opponents more often etc. There is definitely design space that could have made fighters far more tactical. Battlemaster manoeuvres might as well just add extra damage for all my players care about anything other than riposte.

I'm not sure about running faster. No one I picture as a runner is someone who I would say is stronger than a bodybuilder, which is what it means to have a 16 strength. I could see overruns, further jumps and shoving people around as factors of strength. However, looking at One DnD, I do note that just about every push mastery comes on a strength exclusive weapon, the only exceptions being heavy ranged weapons. That sells the fantasy fairly well.
 

The only way that getting over a 20 strength messes with the game is by increasing the accuracy of attacks to make it nearly impossible to miss. And this is true for any ability score that gets that high, and is a purely combat problem.

Is it a problem? Sure, played in a game where a Barbarian with a +3 Weapon and a Belt of Storm Giant Strength basically stopped rolling, because only a 1 or a 20 mattered, but that is a high level play problem and a combat problem, and is not something I'm terribly concerned with.
Hmm does that mean you aren't looking ahead to high level imbalance? Because I am playing at level 17 for the next few years so I do care! Girdles should be +4 Str capped at the type of belt and treat wearer as huge for the purpose of lifting, carrying, shoving, tripping, overrun, grappling, and throwing.
 

It's a terrible argument to YOU.
You haven't even demonstrated how the stats changed appreciably in 4e.

All the existing casters have the same prime stats if they were holdovers from the last editions. Fighters are still STR or DEX, Rangers are still DEX and WIS, Rogues are still DEX and INT, Paladins are still CHA. There were some options to use some of other abilities based on what powers you wanted to use, but otherwise nothing changed even if the number meant something to flavor.

It's all just buzzwords from a decade ago.
 

Yes, because nerfing people for playing the character they want to play is a poor way to achieve balance instead of boosting people who are struggling.

And I know you don't believe strength characters are struggling, but since we STILL have not figured out anything non-combat strength could be used for that doesn't involve "move heavy thing blocking path" I think we are truly looking at a problem. And I don't think making strength mandatory for being effective in combat unless you are a spellcaster is going to make anything any better.
Say what now? You have not found anything non-combat strength can be used for other than move heavy thing? Come on, that's just not accurate unless you're grossly shoving everything into "move heavy thing" even if it's not honestly described as that. Much like you could shove everything about dexterity checks into "agilely manipulate yourself or something."

We've seen dozens applications. These are all from published WOTC adventures, and please don't dismiss these as all just "move a heavy thing" when most of these are not fairly characterized like that: Arm wrestling matches, actual wrestling, climbing, swimming, jumping, breaking things including rope, chain, manacles and nets. Checks to bend bars and turn wheels. Checks to force your way through a space. Checks to pull things including with block and pulley. Resisting a rock slide and digging someone out of a cave-in. Checks to break down a door or open a stuck one or hold it closed from someone trying to get in. Checks to avoid being swept over a waterfall or resist tides or other forced movement from water and wind and sand, sinkholes and quicksand. Checks to drive a piton in and to use a crowbar and other levers. Checks to bypass some traps, often with pressure plates or pit lids.

I said that's all from published adventures but I just got 90% of that from ONE adventure (Yawning Portal). There are dozens more in other adventures.
 

Hmm does that mean you aren't looking ahead to high level imbalance? Because I am playing at level 17 for the next few years so I do care! Girdles should be +4 Str capped at the type of belt and treat wearer as huge for the purpose of lifting, carrying, shoving, tripping, overrun, grappling, and throwing.

Eh, less that I'm not looking at high level imbalance and more that the balance is trivial to manage. A level 17 character no matter their class, race, or feat choice will have a maximum score of 20 in any given stat. To break that I need to give them magical items.

All you have to do is NOT give them a +3 weapon AND a stat boosting item that gives them a 27 in the relevant stat. If I or anyone else worried about this level of unbalance would be the one giving out the magical items, it is rather trivial for me to avoid giving them the things that would unbalance things. Meanwhile the only possible ways for the players to achieve a 26 in a score is at level 20. And, frankly, if at level 20 the players can trivially hit their foes with their attacks because they have become that powerful, then I am fine with that. If for the two or three sessions that persists it becomes boring, then I will add more interesting defenses and challenges to my monsters.

I also acknowledge that part of this is the fact I relish in homebrewing magical items and boss monsters, so I am very much not worried about how the baseline items work.
 

Say what now? You have not found anything non-combat strength can be used for other than move heavy thing? Come on, that's just not accurate unless you're grossly shoving everything into "move heavy thing" even if it's not honestly described as that. Much like you could shove everything about dexterity checks into "agilely manipulate yourself or something."

We've seen dozens applications. These are all from published WOTC adventures, and please don't dismiss these as all just "move a heavy thing" when most of these are not fairly characterized like that: Arm wrestling matches, actual wrestling, climbing, swimming, jumping, breaking things including rope, chain, manacles and nets. Checks to bend bars and turn wheels. Checks to force your way through a space. Checks to pull things including with block and pulley. Resisting a rock slide and digging someone out of a cave-in. Checks to break down a door or open a stuck one or hold it closed from someone trying to get in. Checks to avoid being swept over a waterfall or resist tides or other forced movement from water and wind and sand, sinkholes and quicksand. Checks to drive a piton in and to use a crowbar and other levers. Checks to bypass some traps, often with pressure plates or pit lids.

I said that's all from published adventures but I just got 90% of that from ONE adventure (Yawning Portal). There are dozens more in other adventures.

I apologize for not being clear, but some of these... simply aren't the type of challenges I'm talking about.

Sure, Arm Wrestling and Wrestling could be best done as Strength checks... but since when does arm wrestling matter? The most I've ever seen it matter was to impress NPCs at low levels and earn a few coin in the bar. It is nice for flavor and atmosphere but little else. While it allows the player to have some spotlight at low levels and some downtime fun, it isn't going to assist in overcoming challenges without the DM explicitly making a powerful enemy willing to stand down if they lose at arm wrestling... which I find kind of silly.

Climbing, Swimming and Jumping have been discussed a few times, and as I've pointed out every time, they rarely should involve any checks. In 80% of the cases you should be capable of climbing or swimming with no check, and jumping even with an 8 strength is enough to get on top of a first story house, or clear a 10 ft gap with some assistance.

Breaking things is only sort of a strength check. Yes, you can burst ropes and manacles with strength... but you can also break them with weapon attacks or destroy them with cantrips. Perhaps steel chains or manacles would pose a problem, but ropes and nets are explicitly able to be cut and destroyed. And this ability to destroy extends to other objects. Sure, you can bend bars, you can also melt them, or beat them into a bent shape with a hammer. Same with doors, walls, and many other items.


Skipping more things that don't really apply to what I was referring to, I will say I do see some in your list that I had not considered, but which do also pose a bit of a problem. I had not considered checks against rockslides, powerful winds, sudden floods and quicksand... well quicksand isn't really a strength challenge, unless it is a truly massive amount of the stuff. But the issue with resisting a rockslide or avoiding being swept away in a current is that those are party wide checks, and you resisting a trap does not truly help the others. Sure, you can assist in digging them out of a rockslide, but if they are swept away by a sudden flood... nothing your strength gives you prevents this unless you have additionally tied everyone together, which requires you to have known about the trap beforehand. And, I also find myself dissatisfied that the only things I can truly acknowledge are good uses for strength in an exploration and skill sense are reactively dealing with traps that specify the need for strength to overcome.

To try and end on a more conciliatory note, you are correct that these are all things that can be done with strength, but so are things like carrying logs to build your home, or lifting a cow out of a ravine. But do these tasks truly help with the normal things adventurers encounter, and do they have no other real way to deal with them? I find it troubling, for example, that climbing keeps coming up when climber's kits, grappling hooks, and the rules for climbing all make the addition of strength minimal at best.
 

You haven't even demonstrated how the stats changed appreciably in 4e.

All the existing casters have the same prime stats if they were holdovers from the last editions. Fighters are still STR or DEX, Rangers are still DEX and WIS, Rogues are still DEX and INT, Paladins are still CHA. There were some options to use some of other abilities based on what powers you wanted to use, but otherwise nothing changed even if the number meant something to flavor.

It's all just buzzwords from a decade ago.
It was more that level based inflation meant that you were tied to boosting your attack stat and you started to feel it quickly if you deviated from the treadmill due to multiclassing or being MAD.
 

How does multiple paragraphs, pointing out my disagreements with you, indicate that I did not listen to your point? You said that those things are advantages for strength, I pointed out why those things, which may be advantages, actually do not apply the majority of the time. I even pointed out misconceptions you seem to have about the ranged options available while holding a shield.

You never even bothered to read my reasonings or evidence though, so you have no idea about how they affect the bonuses you provided.
Because you dismiss everything I say as irrelevant. So ot does not seem as you value opinions other than yours. And you showed you can't imagine that others have fun playing the game differently and have no problems with things that bother you. So why bother answering you.
 
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Most of your "fixes" seem to be major dramatic changes to traditional and popular game elements to fix a small variation.
A fix is deeper only when the problem is deeper: such as the six abilities failing to balance with each other − or function coherently − despite the entirety of the game depending on them.
 

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