D&D 5E August 2012 playtest revisted thoughts

Sacrosanct

Legend
It's been almost 8 years already since we saw the first iterations of what 5e would be. Today I look at the second playtest packet (I can't find the first, sadly): the Aug 2012 packet, and give my thoughts as to what was there compared to how it ended up.

Backgrounds
You got a couple skills (the same as now) and you got a trait. You could increase your skills every other level, whereas now you add prof bonus. Traits gave a minor benefit. For example, the knight background gave you a trait of Knight's Station ("When you are in a location where there is nobility or other groups that would recognize your station as a knight, you can expect to receive accommodations and food for free for yourself and your party.") I liked traits, and wish they would have remained. In the playtest packet, each skill had a description which I liked as well, and had additional skills like Open Locks, F/R traps, various lore options, and Streetwise.

Bestiary
In the packet, monsters had levels, not CRs. Outside of that, the format of the stat block remained pretty much the same. Monsters got a significant beefing from the playtest versions. I recall monsters just being mowed through with ease back in the early days of the playtest. Maybe it's because I grew up on AD&D, where HD was kinda/sorta level, that I prefer monster levels over CR. CR seem wonky, and it's easier for me to estimate encounter balance with levels instead. YMMV of course.

Example:
Bugbear playtest: Level 6, AC: 14, HP: 18, Morningstar: +2, 2d8+2 dmg.
Bugbear final version: CR 1 (level 4ish?), AC: 16, HP: 27, Morningstar: +4, 2d8+2 dmg plus an additional weapon die

Character Advancement
In the playtest, there were only 5 character levels listed. And you needed roughly twice the XP to advance as you do now. Level 2 was at 650 XP. ASIs existed as well, but no feats, just bonuses to scores. I have to say, as a fan of zero to hero, I don't mind the faster advancement at lower levels we have now. The playtest did not have proficiency bonus as we do now.

Classes
Overall: The playtest packet front loaded the classes earlier than the final version. For example, clerics got channel divinity at level 1, and fighters got superiority at level 1. They made low level advancement faster now, but they also spread out those abilities to offer more zero to hero for those who want it as opposed to starting out with lots of powers as in the original playtest packet. The playtest included the cleric, fighter, rogue, wizard, sorcerer, and warlock.
In the playtest, each class had a different attack bonus, and was given both a weapon attack bonus by level, as well as a magic attack bonus by level if applicable. I honestly don't mind the prof bonus we have now instead. It makes it simpler. Yeah, a wizard has the same chance of hitting a creature with a dagger as a fighter, but in actual play, melee wizards aren't exactly keeping up with fighters for martial damage so it's a non issue IME. Another interesting bit was each class gave a bonus to an attribute. For example, if you choose a sorcerer, you gain either a +1 bonus to your intelligence or Con score.

Cleric: Save DCs and channel divinity are pretty much the same mechanics wise (I.e., limited resource giving a benefit) but were different in exact effect. For example, CD heals allies and harms enemies when used instead of how it's used now. They had orisons, which were essentially cantrips. You chose your domain at level 1 (sun and war were options provided). As is now, they gave bonus spells and alternate uses of CD.

Fighter: Had one of the highest weapon attack bonuses, and started with expertise dice and fighting style. Fighting style were more robust, as they gave you more than one bonus like they do now, and they scaled with level. For example, the protector style gave you the protect maneuver at level 1, push at level 3, and knock down at level 5. Styles included were duelist, protector, sharpshooter, and slayer. In our final version, we have the battlemaster which was the evolution of the playtest, as well as a version with no maneuvers (the champion). There was no "basic" option fighter in the playtest. I really liked the playtest fighter, but I prefer the modern battlemaster because now we can choose exactly which maneuvers we want rather than be packaged into groups.

Rogue: Had a d6 hit dice, and in the playtest, they had a skill mastery value. Sneak attack remained pretty much the same. Skill mastery gave you a +3 bonus to the skill check if it would be a higher bonus than the relevant ability modifier, and you could "take x" (X being the skill mastery value, 10 at level 1-4, 11 at level 5)" instead of the die roll. Rogues also had a rogue scheme at level 1, which are similar to subclasses. Each scheme gave bonuses at certain levels. The thief and thug were the options. for example, the thief scheme gave you better chance to hide at level 1, night vision at level 2, hit and run (disengage and dash basically) at level 5.

Wizards: Had a d4 hit dice. Had cantrips, but no wizard specialties. Not much difference other than lower hit dice.

Sorcerer: Hit dice depended on your sorcerer origin, and you had willpower points. spells known and max spell level in the playtest are somewhat like how the warlock ended up in the final game. There isn't a spell chart like in the final version (and similar to wizards), but you had a total number of spells known and a highest level spell you could cast. Everything else was point based by using willpower. Each spell had a willpower cost depending on it's level. For example, a level 2 spell costs 2 willpower points, and a level 3 sorcerer had 8 total points. They also got cantrips. There was only one origin in the playtest: draconic. You used a d8 for hit dice and gained prof in all armor and shields and martial weapons. You could spend a willpower point to use dragon strength (the next time you hit, add 2d6 dmg), and if you spent 3 points during the day at some point, your hands became claws and your body grows (+2 damage on melee attack). At level 4 you could spend 2 points to use dragon scales (reaction, reduce damage by 10). and if you spent 10 points during the day, your body got covered in scales (giving you damage resistance of the dragon type). I like how the more you cast spells and used willpower, the more you transformed into your origin. Wish that stayed the same. Would give more differentiation from wizards which I think is sorely needed in the final game.

Warlock: Stayed the same, mostly, except got your pact at level 1 (only one pact option in the playtest: fey). When you got a pact, you got 2 favors. they were used to increase invocations or other powers. For example, you could spend a favor from Verenestra to give yourself advantage on CHA checks against creatures that had lower HP than you did. Other pact benefits are like at level 3 you could impose disadvantage on an attack roll against you, and at level 5 you can use a favor to teleport. Short or long rests recover these favors. Invocations were based on minor/lesser/etc levels, and you started with 2 of them plus eldritch blast. Minor invocations didn't require a favor to use them, lesser ones did. Warlocks also got basic ritual magic (level 1 spells of alarm and comprehend languages, level 2 augury, resistance, silence, etc). Invocations are very similar to what we have now, except eldritch blast was way overpowered in the playtest packet. One attack roll that did 3d6 damage at level 1. 4d6 at level 3.

Races:
The format and structure of the races in the playtest remained pretty much the same as now. Only some of the actual benefits changed. For example, a dwarf got weapon training, which increased the die type by one category for axes or hammers. Halflings got something similar for daggers, short swords, and slings. I wish that remained, as I think it made halfling martial characters more attractive. And you only got attribute bonuses for subraces, rather than the core race.

Rules:
The playtest had DC values like now, but had a much more robust explanation and example list of how to assign various DC levels, which I liked. And they were broken down by attribute type. I wished the final PHB had such a robust list, as it would have been really nice for newer players. As mentioned, monsters had levels instead of CRs, and encounter building rules were designed around that and an XP budget. Advantage/Disadvantage and death saving throws also existed in the playtest.

Specialties
This was the first iteration of feats. And everyone got one at level 1. Anyone could choose any specialty regardless of class. The included things like archer, acolyte, dual wielder, guardian, healer, jack of all trades, lurker, magic user, necromancer, and survivor. Each specialty gave you a bonus at level 1, and at level 3. For example, as a necromancer, you got the aura of souls ability at level 1 (capture up to 2 souls which you can use to give yourself advantage or the opponent disadvantage. each soul lasts up to a minute) and at level 3 you got animate servant. The lurker at level 1 go ambusher (if you started hidden, you get advantage on your attack roll even if you were discovered before your turn) and at level 3 got skulker (when hidden and miss with a ranged attack, you are not revealed). I honestly liked specialties better, because they were larger packages that allowed a lot of flexibility in archetype builds that if they kept them, would reduce the need for so many subclasses.

Spells
Spells largely remained the same, but with boosts in the final version. For example, burning hands did only 4d4 damage, and bless gave a +1 bonus to attack rolls only, and fireball was 5d6. Curing spells decreased though. A 3rd level cure serious wounds healed 4d8+4 points. Magic missile was a cantrip at 1d4+1 points.

Reclaiming Blingdenstone: This was the adventure included in the packet.
 

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I fondly recall the playtest packets. Some things were done badly, and some really good ideas were lost.

Pros:
  • Skill Points - early packets had skill points where the first point added +2, with each further one adding +1. This sets up the question of specialization vs diversification.
  • Racial Weapons - rather than giving training, I liked the idea of making certain weapons better for each race.
  • Class Ability Score Bonus - this ensured that any race could be good at the class. While some race/class combos might be better than others, you'd always get a useful +1. This was probably the biggest loss to 5E.
  • Variable DCs - IIRC, the DC were always set in increments of 5, but 3. This made for a lot more variability in assumed difficulty, and I still use non-standard DCs regularly.
  • Spells - without combat cantrips, one packet (I don't remember which) kept adding to the number of spell slots per day. This made lower level spells into the "cantrips" we know of today. In the final version, almost all combat 1st level spells become useless later in the game.
Cons:
  • Monsters - they never varied the monsters over the course of the playtest. This made evaluating them against the PCs worthless, since we never new what the final version would look like. In general, they were pushovers for most playtest packet PCs.
  • Frontloading - class were really strong at lower levels, and while there was no multiclassing, this would have led to massive issues. There's still issues with the 1 level dip multiclass, but I feel this would have been worse. Having each level provide something meaningful makes leveling more fun.
  • Skill Wonkiness - I know they were trying out some skill systems, but wow some of them were pretty terrible (especially the one without any skills). I did like some of the knowledge skills that were eventually tossed, but they wouldn't be worth a full skill anyway (probably about equal to a language or tool).
 

We actually played the playtest described in the OP, and it was pretty well-received. My main memory though is how cool the Sorcerer was, and how well they worked. I think its a real pity that they moved so far from this design for the final design. Whilst I don't remember it well, people also really liked the Fighter.

We played a couple of others as well, and I think they were also fairly well-received. Better than 5E was received at launch by our lot, though its grown on us since.
 

  • Frontloading - class were really strong at lower levels, and while there was no multiclassing, this would have led to massive issues. There's still issues with the 1 level dip multiclass, but I feel this would have been worse. Having each level provide something meaningful makes leveling more fun.

As with current UA, playtesting never considers MC as a default option. They were trying to figure out thematically correct and mechanically cool features for the classes.

I imagine there was also an ongoing discussion - if they mentioned it, I do not recall - about how Multiclassing should be handled. 4e didn't allow for level-dips or changing gears and dropping an entire base class for another one, for example. Instead, it had MC feats for every class, allowing you to dip into them and get features in a way that didn't give you access to broken combinations. It later had Hybrid classes, which was more like Gestalt Multiclassing from the 3e Unearthed Arcana book than anything else - you have to level up in each of your two classes at every level - the concept of a character that is simultaneously getting better at two classes.

I understand why 5e went the route of multiclassing by "start with the first level of the new class instead of taking a level in your current one." It's simpler to understand from a mechanics perspective, and it opens up avenues of storytelling that the 4e systems didn't. But I don't think we should (or should have) judged the Playtest Packets on whether they'd have massive issues with multiclassing due to frontloading. WotC would have never let the current MC system work in tandem with frontloaded classes.
 
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I saved them all. If you want a copy, I could send one your way.

Thanks, but it's the only one I don't have (or I might have it somewhere just saved it in a location I don't remember lol). But the 2nd packet had a revision history included, so I can see point by point everything they changed for the 2nd packet (like monster stats), allowing me to infer what was in the 1st packet.

I remember using these rules when they came out and we ran Village of Hommlet with them. And we liked most of them. Man, really miss the way they did the sorcerer. I'd love to hear why they changed.
 

Speaking of classes, in the Jan 2013 packet, we saw the barbarian and monk (monk was technically in Dec 2012 packet) up to level 20. Some really interesting things there.

Barbarian:
Had martial dice that scaled like current sneak attack (1d6 at level 1, 6d6 at level 20) and a martial damage bonus (+5 at level 7 up to +20 at level 20). You regenerated your martial damage dice every turn. EVERY turn, not just yours. And you could use those to fuel maneuvers or add damage. To put that into context, if you didn't use any maneuvers, your weapon attack at level 11 would be weapon damage+ability modifier+6d6+10 martial damage +8 rage damage points. That's....a lot of damage.

Speaking of rage, there were some extra benefits there, based on level. At level 10, you got regenerative rage, which healed 5 HP per round while raging if you were under 1/2 total HP. Or being able to incite up to 10 willing creatures so that they got rage damage and damage reduction as well.

Monk:
Monks also had martial damage dice and martial damage bonuses like the barbarian, as well as ki. However, maneuvers like flurry of blows was fueled by martial damage dice, not ki. If you wanted an extra attack from flurry, you spent 1 martial dice. Or 2 dice to get 2 extra attacks. Ki was used to fuel subclass abilities. Eg. Path of the Phoenix gave you flames of the phoenix (as an action, spend ki to do burning hands) at level 1, fiery soul (spend 1 ki as a reaction when hit, attacker takes 5+monk level fire damage) at level 5, and vengeful flame (if reduced to 0 hp, spend 1 ki to choose 3 creatures within 50ft, each takes 20 fire damage plus 20 fire damage for each unspent ki you have left) at level 8. Unarmed attacks were always d6 and didn't improve like they do now.
 
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The Next sorcerer is amazing: uses willpower (spell points) to cast spells and then their origin grants new abilities as they spend willpower.

Unique mechanic with a ton of design space and lots of flavor.
And it had a D8 for the hit die. Although in my games upgrade D6 Hit Die to D8 anyway so...*shrugs
 

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