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.
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.