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

New barbarian, druid, and monk versions, plus spells and weapons, and a revised Ability Score Improvement feat.

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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Pauln6

Hero
What part of what I’ve said already was unclear? I genuinely have no idea what is being missed.
Apologies. I am not the most technically minded player / optimiser and my memory isn't great, so I may conflate points raised by different posters who have similar but different opinions.

I think I understand the complaint and I understand that the obvious solutions such as skills, expertise, feats, class features, and subclass features don't get to the root of the problem for you.

I haven't really grasped what is your proposed alternative solution.
 

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doctorbadwolf

Heretic of The Seventh Circle
Apologies. I am not the most technically minded player / optimiser and my memory isn't great, so I may conflate points raised by different posters who have similar but different opinions.

I think I understand the complaint and I understand that the obvious solutions such as skills, expertise, feats, class features, and subclass features don't get to the root of the problem for you.

I haven't really grasped what is your proposed alternative solution.
Okay.

The root problem is with what each ability score does/is used for, how ability modifiers work, and the general lack of intentionality in the rules.

Strength adding to damage with all weapons could help, but so would better defining athletics and acrobatics.

Yes you can add options that help, but they have to be additional, not the whole solution. Giving Rogues an optional “Enforcer” feature that makes strength more beneficial to them is cool, but if Strength isn’t generally useful the character is still making a bad deal for the sake of flavor, rather than the rules supporting the flavor.
 


Eubani

Legend
Considering the design path across the classes over the 8 playtests, I must say the Fighter design was extremely timid and everyone once again shared the fighter's lunch.
 

Mistwell

Crusty Old Meatwad (he/him)
Well, yes, but we were talking about overcoming a passable battlefield obstacle. I've had DMs that said you only ever get one shot at climbing a wall or picking any lock. I don't like that style.
How many shots do you get at picking a lock in your games? If the DC is 30, and you have a +10 modifier, do you just let them keep trying until they roll a 20?

In our games, you get one shot for each set of circumstances. So circumstances must change for you to try a second time. An example could be you try normally and miss. Then the cleric casts Guidance on you, which is a change in circumstance, and you can try a second time. A third circumstance change could be someone using the aid-another, provided they have proficiency in the skill or tool as well.
 

Chaosmancer

Legend
How many shots do you get at picking a lock in your games? If the DC is 30, and you have a +10 modifier, do you just let them keep trying until they roll a 20?

In our games, you get one shot for each set of circumstances. So circumstances must change for you to try a second time. An example could be you try normally and miss. Then the cleric casts Guidance on you, which is a change in circumstance, and you can try a second time. A third circumstance change could be someone using the aid-another, provided they have proficiency in the skill or tool as well.

Which is all well and good until you have a DM who is confronted by a party that refuses to move on.

Actual experience with this. We had a DM who wanted us to roll to break down doors in a dungeon full of undead and automatons. The monsters did not react to us until we were in a room. We came across a door, rolled, failed.... and then just kept trying. And sure, the DM could have said "you failed once, the door is now completely impassable no matter what you try!" but... that breaks immersion. We had picked a path through this massive dungeon, had zero reason to change our path, and the only thing stopping us was a door where we happened to roll a 3 on the die instead of an 8.

Now, you can proclaim "Bad DM was bad, I would never call for a check in that circumstance" and sure, fine, neither would I. But if you look at @Mirrorrorrim 's post.... it sounds like they DID have DMs who did that. Who didn't think through the fact that the party effectively has infinite chances to attempt something, and when the party tried to do what they would logically do (which is try again, like any normal human would) they instead declared the roll had "locked" the objective and refused to let them do it. And that is a terrible way to handle the issue.

Better ways?

1) The roll indicates effectiveness/time spent: You are in a dungeon attempting to break down a door that in no way is going to end up causing problems if you keep trying for an hour? Then the roll isn't "do you succeed" it is "how do you succeed". Yes, I know, the rules say you don't roll unless there is uncertainty, but by having a roll you can have a high roll let the player feel cool, and the low roll give them some feel for what that failure means. "Total of 5? Okay, you kick the door, and wince as the shock travels up your leg. So you hit with your shoulder. And then kick it again, and after about ten minutes of beating the door the hinges finally give enough that you can pry it out of the wall." That succeeds in getting past the door, but doesn't feel like a success for the character.

2) The roll changes the circumstances: What if the party is trying to pick the lock on a noble's desk? They logically could try again, but you find that you could increase the drama. Okay, on the failed roll you tell them that they try and get the lock, but it is tricky, and after about five minutes of attempting to get the pins aligned... they hear voices in the hall. Someone is coming. They didn't unlock the desk, they COULD try again, but in trying again they might get caught, so they need to deal with this new problem first. You still failed, but the failure set things up so that you can't just immediately try again WITHOUT setting it up so that you cannot try again. Distract or hide from the person coming in, and you can go back to picking the lock, without having to rely on "your picks broke, jamming the lock, more lockpicking is now impossible." which so many people do.

Either one of these ways isn't "you have only one chance to succeed unless you can convince me otherwise" and also avoids the other massive problem you run into, which is "I try to break the door." "Fail" "Okay, then I'll try" "Fail." "Well, I guess I may as well try too..." and having the entire party rolling until someone gets lucky.
 

How many shots do you get at picking a lock in your games? If the DC is 30, and you have a +10 modifier, do you just let them keep trying until they roll a 20?

In our games, you get one shot for each set of circumstances. So circumstances must change for you to try a second time. An example could be you try normally and miss. Then the cleric casts Guidance on you, which is a change in circumstance, and you can try a second time. A third circumstance change could be someone using the aid-another, provided they have proficiency in the skill or tool as well.
Yes, if the lockpicker has invested to get a +10 to their roll, and they have a chance to succeed, they get to keep rolling. It just takes time. And we don't allow Nat 20 successes on skill checks.

If I have invested expertise to get a +17 to my lockpicking, and the DC is 20, and I fail, RAW says I get to roll again. If the DM says that I don't get to roll again, welp, that's their prerogative. It would bug me that all that investment is worthless and I can't keep working the lock.
 


As we've discussed before, this is wrong. The rules as written do not say this.

I get that you don't like the rules, but you don't get to make up what they say to support your argument.
Nope. I am not wrong in this case. Don't accuse me of making things up. You and I are both referencing the same rule.

DMG p. 237:
Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task.

The above example is one of those times. This is not an impossible task and there are no extenuating factors that make it impossible to try again (unless the DM specifically chooses to create a circumstance where this is the case).
 

Kobold Stew

Last Guy in the Airlock
Supporter
Nope. I am not wrong in this case. Don't accuse me of making things up. You and I are both referencing the same rule.

DMG p. 237:
Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task.
Yes. That was the beginning of the quote which I gave in the post I linked. Now keep reading.

The above example is one of those times.
Says you. What does the DM say? I don't know, and neither do you, because this is a hypothetical circumstance you've invented, not an actual situation. Your DM might also say yes, but that's not the point.

It's the DM's call. Explicitly. "RAW" does not say you get to reroll, even in your hypothetical situation. It says it's the DM's call, and there are guidelines for when a yes and no is allowed.
 

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