D&D 5E 02/08/13 New playtest packet to released today. [Udate: PACKAGE OUT!][

One of my favorite small changes is the re-introduction of the 3.x rule that casters don't have to prepare all their spells at the beginning of the day. I always liked the idea that casters could prepare 60-80% of their spells, and leave some open slots that they can fill once they have a better sense of the day's mission.

(The new language is missing for clerics but in all the other spell casters. So I presume the absence for clerics is an oversight.)

-KS
 

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The Brew Potion and Scribe Scroll features are really lame. First of all, I'd rather any sufficiently magical character (priests, non-magic characters with certain feats) be able to do this with the downtime system, not just mages. Second, it suddenly makes magic shops a lot weirder: "This potion costs 25 gp, but only if you drink it within three days; otherwise it's 10,000." "I sold a scroll to a Tiefling in Sigil. I don't know where in the multiverse he is, but I know that somewhere on the planes there is a scroll with my handwriting on it."

Also: I really loved the "use an item" mode of Cunning Action in the livestream. It seemed to make the Thief very versatile and fun. I wonder why they removed it. Now it's just a double movement power.

The Baldur's Gate documents are interesting, too... MAJOR SPOILERS FOR THE UPCOMING ADVENTURE AND THE ORIGINAL COMPUTER GAMES:
[sblock]There's a 2nd-level human warrior NPC called Abdel Adrian (the name of the player character from BG and BG2, according to the novelizations). A later entry mentions how some characters can become Chosen of Bhaal, but the list doesn't include Abdel. Perhaps he's there just as an in-joke for lore nerds, since it seems hard to imagine a 17th-level human surviving 100 years later as an NPC who doesn't even have any class levels.[/sblock]
 
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-For spells I think that primary spellcasters should have 2 slots of each of their highest level spells at 20th level. The proposed spell save DC by spell level is only going to make this even more necessary.
-And there's still plenty of spells that should be rituals. Mainly any spell with a casting time of over a minute, a lot of the divination spells, and some of the higher level utilities.
-Yes I agree that brew potion and scribe scroll are off, as class features.
-With Rangers I don't like now how they've basically confined the 2 favoured enemy types to a fighting style. I thought they were trying to do away with that.
-If with the Gladiator they're trying to test subclasses that have different mechanics from the main class, then maybe they should also see about subclasses that replace a feature from the main class. Even if that's more of a future splatbook like thing.
-The feat Tough really needs something else other than 2 hp per level, perhaps something that allows for the character to heal better.
-I like how ki points, channel divinity and combat superiority are attempts at encounter abilities. They at least feel different from 4e's bland sameness that a lot of the AEDU turned out to be.
-Tactical Warrior feat is an interesting way of bringing back the 4e fighter.
-A 20th level rogue assassin can inflict crit + ability mod + 42 damage (maximized sneak attack) on a surprise attack, which has a chance to stun and may trigger a save vs. die. Not bad and not too overpowered against really powerful enemies, seems like a good balance on such an ability.
 

Skills! Pure genius.

Ability checks for the player. Equipment proficiencies for classes; riding, herbalism, thieves' tools. Skills are still there for the DM (look in the DM guidelines).

I'm impressed. Also Backgrounds grant you equipment proficiencies and feats help augment certain skills.

All very cool indeed.
 

Paladin's lose some damage, but seem even tougher. A 20th is a horrorifying nightmare for liches and vampires with holy nimbus. I'd buff divine strike to 1D12 by level 20.
 

I'll also note arcane archer isn't restricted to arcane magic which I like, this is a really good feat for archer based rangers. Gives it a seeker feel.

Bards are mentioned under the playtest packet under charisma, but aren't actually in the class section. Hopefully will be added soon.

Paladin's dovetail nicely with mounted combat.

Really love this packet, but really look forward to see more subclasses and the bard. And more races.
 


I'll also note arcane archer isn't restricted to arcane magic which I like, this is a really good feat for archer based rangers. Gives it a seeker feel.

Bards are mentioned under the playtest packet under charisma, but aren't actually in the class section. Hopefully will be added soon.

Paladin's dovetail nicely with mounted combat.

Really love this packet, but really look forward to see more subclasses and the bard. And more races.
 

Don't forget that every ability score doubles as a saving throw in DDN. After bumping Str to its max, a character should focus on shoring up his lowest scores (up to 10s and 12s, at least).

There are 0 Intelligence saving throws, 4 Charisma saving throws (one of which only matter to outsiders/summons) and 2 Strength saving throws, so there is really no need that I can see.
 


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