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D&D 5.11 - the time of big change is over
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<blockquote data-quote="Remathilis" data-source="post: 9043455" data-attributes="member: 7635"><p>Treantmonk just posted a video on YouTube about Jeremy saying things that were not WOW! popular will most likely be reverted to the 2014 versions (subclass cited as an example). I want to discuss the nature of what revisions we will likely expect.</p><p></p><p>(Note: this is NOT to discuss whether these changes constitute an edition. Enough of that. This is about what might still change and what won't.)</p><p></p><p>Let's begin at the beginning.</p><p></p><p>Species: I think that the 10 races in the PHB are locked. I don't necessarily think the exact traits will be the same as the playtests, but they are happy enough with what they got to finish up. I do wonder about if the legacy half-races make it in the PHB (or perhaps DMG) </p><p></p><p>Backgrounds and feats appear pretty locked in, though I think individual math might flux a bit in internal testing.</p><p></p><p>Epic boons are a lock, again subject to math fixing</p><p></p><p>I feel the bard is going to get a lot more options to snipe spells (rather than lists) and is going back to a spells known caster. I'm genuinely curious about what parts of the UA bard makes it now.</p><p></p><p>I think the ranger is going in more or less like the UA one, subject to bugfixes and with weapon mastery added. </p><p></p><p>The rogue is overwhelmingly going to look like the current rogue.</p><p></p><p>The cleric is going to return to domains getting proficiencies to keep compatibly. </p><p></p><p>The paladin loses ranged smite.</p><p></p><p>The druid is getting old wild shape back ([emoji53]) With some changes in THP stacking and limits on what forms they can pick.</p><p></p><p>Looking ahead, I imagine pact magic will survive in some way for warlocks (though not like you think in the form of short rest recharge) and the arcane class specific spells (warlock pact, sorcerer uniques and wizard spell creation) will turn into some type of actual class feature (though a few might remain spells) and weapon mastery will make it in. </p><p></p><p>Anyone else want to play Diviner and guess what changes stay or revert?</p><p></p><p>Treantmonk's video: [MEDIA=youtube]3WMdtLAJiF0[/MEDIA]</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9043455, member: 7635"] Treantmonk just posted a video on YouTube about Jeremy saying things that were not WOW! popular will most likely be reverted to the 2014 versions (subclass cited as an example). I want to discuss the nature of what revisions we will likely expect. (Note: this is NOT to discuss whether these changes constitute an edition. Enough of that. This is about what might still change and what won't.) Let's begin at the beginning. Species: I think that the 10 races in the PHB are locked. I don't necessarily think the exact traits will be the same as the playtests, but they are happy enough with what they got to finish up. I do wonder about if the legacy half-races make it in the PHB (or perhaps DMG) Backgrounds and feats appear pretty locked in, though I think individual math might flux a bit in internal testing. Epic boons are a lock, again subject to math fixing I feel the bard is going to get a lot more options to snipe spells (rather than lists) and is going back to a spells known caster. I'm genuinely curious about what parts of the UA bard makes it now. I think the ranger is going in more or less like the UA one, subject to bugfixes and with weapon mastery added. The rogue is overwhelmingly going to look like the current rogue. The cleric is going to return to domains getting proficiencies to keep compatibly. The paladin loses ranged smite. The druid is getting old wild shape back ([emoji53]) With some changes in THP stacking and limits on what forms they can pick. Looking ahead, I imagine pact magic will survive in some way for warlocks (though not like you think in the form of short rest recharge) and the arcane class specific spells (warlock pact, sorcerer uniques and wizard spell creation) will turn into some type of actual class feature (though a few might remain spells) and weapon mastery will make it in. Anyone else want to play Diviner and guess what changes stay or revert? Treantmonk's video: [MEDIA=youtube]3WMdtLAJiF0[/MEDIA] [/QUOTE]
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D&D 5.11 - the time of big change is over
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