D&D (2024) 2024 Player's Handbook preview: "New Spells"

So, a few things.

1) I've been playing a playtest cleric with the new cure spells for a few months now, and it is such a nice feeling. 2d8+mod, with an additional 2d8 per spell level means that when I Cure Wounds the paladin, I can actually keep him going for two or three rounds depending on how many enemies hit him. I actually combo'd a 2nd level Cure Wounds with a use of Aura of Vitality to heal 30+ hp in a single turn with my cleric (it was also the most effective I could be, since I was hit with Mass Suggestion and could no longer take aggressive action towards the enemies for the rest of the day). I am 300% behind this change, because healing no longer feels like a waste of everyone's time mid-combat. Bonus points, I have rarely felt the need to utilize Healing Word, and actually would prefer to use Cure wounds a lot of the time. Since I can actually make a significant difference with the Cure Wounds I save Healing Word for if I can't reach an ally or if I also want to be dishing out some damage. It isn't the go-to healing spell.
I've been playing with the change as well in my group, and its a big hit (especially as a 2nd level spell, 4d8 + 5 is a solid little chunk of healing). I actually see cure wounds used now, and I see people even debate healing word vs cure wounds now
 

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I was thinking more of a zoomed-in look at the region in the game, with the new spells, monsters and especially magic items, of which there are many. Something comparable to the Sword Coast Guide (STOP THROWING THINGS AT ME!) but with clear Baldur's Gate 3 branding on it and featuring the NPCs, themes, etc.

Something additional to help walk people over from one side of gaming to the other.
I feel the Sword Coast would come across better if handling the regions separately. Some regions organize around a main city, others dont.

• Icewind
• Neverwinter
• Waterdeep
• Baldurs Gate
• Amn
• Tethyr
• Calimshan

Each of these can be a separate setting.
 
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I feel the Sword Coast would come across better if handling the regions separately. Some regions organize a main city, others dont.

• Icewind
• Neverwinter
• Waterdeep
• Baldurs Gate
• Amn
• Tethyr
• Calimshan

Each of these can be a separate setting.
One of my wild fantasies was that we would see a Neverwinter setting book/adventure anthology come out alongside the D&D movie, using concept art created for the film.
 

I thought so too when I initially started playing, but after playing a cleric for a bit I think 5E healing is fine where it currently is at, if not too plentiful.
I do think people overestimate the "issue" with healing.

Low levels, 5e in combat healing is often equal or stronger than 3e healing. Its not until 6th level that it starts to slip away, and really more like 8th level where it starts to become really noticable. But also 3e characters have a lot more hp in general (due to con boosting items practically being a staple), so I would argue that 5e healing as a % of total HP is probably still higher than 3e. But.....5e casters have fewer slots, so the amount of healing as compared to your % of spell slots used is more penalizing on the 5e side.

Now 3e heal blows away the 5e version, but again we are talking levels that most players never or rarely see, so if you consider the "sweet spot", combat healing is overall still pretty good.

But.....it can be better!:)
 

I thought so too when I initially started playing, but after playing a cleric for a bit I think 5E healing is fine where it currently is at, if not too plentiful.
I like the change. Even if they got rid of the ability score being cap'd at once per spell level. I would have had it stack. So 2nd level cure light does 2d8 + x2 ability modifier.
 

So, a few things.

1) I've been playing a playtest cleric with the new cure spells for a few months now, and it is such a nice feeling. 2d8+mod, with an additional 2d8 per spell level means that when I Cure Wounds the paladin, I can actually keep him going for two or three rounds depending on how many enemies hit him. I actually combo'd a 2nd level Cure Wounds with a use of Aura of Vitality to heal 30+ hp in a single turn with my cleric (it was also the most effective I could be, since I was hit with Mass Suggestion and could no longer take aggressive action towards the enemies for the rest of the day). I am 300% behind this change, because healing no longer feels like a waste of everyone's time mid-combat. Bonus points, I have rarely felt the need to utilize Healing Word, and actually would prefer to use Cure wounds a lot of the time. Since I can actually make a significant difference with the Cure Wounds I save Healing Word for if I can't reach an ally or if I also want to be dishing out some damage. It isn't the go-to healing spell.
This is great to hear! In my usual group, I have one player who alternates with me as DM, and which ever of us is a player usually ends up playing tactician for the party, because the other three players don’t really have the knack for tactics. We both regularly try to explain to the other players why they should save their healing for after combat, or to get someone up who has fallen unconscious, and they go with it, but they always seem kind of confused and disappointed. Having heal spells just work like our more casual party members intuitively expect them to sounds like a huge improvement.
 

Well, it's exciting that someone other than the D&D Beyond team is aware of Baldur's Gate 3. Looking forward to seeing a setting/splatbook for it some time in 2027 or so.

On the other hand, nothing says "we don't ever listen to Critical Role, despite all of the work-related reasons to do so" than not even mentioning Heroes Feast, which gets cast at the beginning of every single adventuring day once the PCs are of level to do so.

There was a painting of Heroes Feast in the video - it was quite charming, IMO.
 


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