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Did you like one Playtest version better than the final 5e PHB?
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8160673" data-attributes="member: 6871653"><p>I found on an old usb drive the playtest documents for D&D Next (that would become 5e). Strangely, while re-reading them, I found that one version of the playtest had rules that pleases me more than the ones we have in the PHB.</p><p></p><p>For me, the Playtest Packet 7 has the best rules:</p><ul> <li data-xf-list-type="ul">Focused on level 1-11, beyond that classes dont gain much beyond more uses of their features. All important and fun features are gained within 10 levels.</li> <li data-xf-list-type="ul">Each class has its own weapon attack bonus and/or spell DC progression</li> <li data-xf-list-type="ul">Longer skill list: each background give 4 skills. Classes do not give skills unless you are a Rogue, but Wizard, druids and cleric have advantage to recall lore in their domain.</li> <li data-xf-list-type="ul">No proficiency bonus. Instead trained skills add +1d6 to their ability check. At level X,Y,Z you either gain another skill or increase the size of the die by one.</li> <li data-xf-list-type="ul">Saving throws receives no bonus unless very special cases.</li> <li data-xf-list-type="ul">Fighters have built-in offensive and defensive maneuvers depending on their favored fighting styles, including warlord-y ones.</li> <li data-xf-list-type="ul">Two-weapon figthing does not require a bonus action.</li> <li data-xf-list-type="ul">In fact, Bonus Actions no longer exist. Some spells are Swift, meaning you can cast them as part of another non-spell Action.</li> <li data-xf-list-type="ul">No, bards, sorcerers or warlock, but they can be replicated with Specialty and Background.</li> <li data-xf-list-type="ul">Smite is a Channel Divinity option instead of a spell-consuming feature. The Paladin can add its CHA mod to the save of an ally as a reaction, no longer an always ON aura. The paladin, can replace any of its saves attempt with a CHA save instead, but do not add their CHA to all other saves.</li> <li data-xf-list-type="ul">Druids use templates instead of statblocks for their shapeshift.</li> <li data-xf-list-type="ul">No multi-attacks, but classes gain more damage die at X levels.</li> <li data-xf-list-type="ul">In addition to backgrounds and classes, the players can choose a Specialty, which are built-in feat progression as you level. Wanna be a druid with a thief guild background and a two-handed weapon warrior specialty? Go for it. It add another layer of customization.</li> <li data-xf-list-type="ul">Feats are small, but no longer cost an ASI.</li> <li data-xf-list-type="ul">Monks have different archetypes based on elemental bending ala Avatar.</li> <li data-xf-list-type="ul">Disengage moves you 10 ft.</li> </ul><p></p><p></p><p>and Death:</p><ul> <li data-xf-list-type="ul">A creature can make a Coup de Grace as an action: if they target an unconscious creature and deal damage, the creature falls to 0 HP. If the creature is already at 0 HP, it dies. No need to hit it 2-3 times to causes death save failure.</li> <li data-xf-list-type="ul">You can go in negative HP, If a creature making death save has more than CON score + level in negative hp, it dies.</li> <li data-xf-list-type="ul">Stabilizing a creatures requires a DC 15 instead of 10.</li> <li data-xf-list-type="ul">Short rests are 10 minutes, long rest 8 hours, but there is optional rules for slower healing and even reinstating Bloodied and Second Wind from 4e.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Enemies have way less HP.</li> <li data-xf-list-type="ul">Most enemies have a special move recharging on a d6, and some basic creatures have a list of traits you can add to them to make them different or more challenging.</li> </ul><p></p><p>Do you have things from the playtest you still use at your table? or you wished they had kept from the playtest?</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8160673, member: 6871653"] I found on an old usb drive the playtest documents for D&D Next (that would become 5e). Strangely, while re-reading them, I found that one version of the playtest had rules that pleases me more than the ones we have in the PHB. For me, the Playtest Packet 7 has the best rules: [LIST] [*]Focused on level 1-11, beyond that classes dont gain much beyond more uses of their features. All important and fun features are gained within 10 levels. [*]Each class has its own weapon attack bonus and/or spell DC progression [*]Longer skill list: each background give 4 skills. Classes do not give skills unless you are a Rogue, but Wizard, druids and cleric have advantage to recall lore in their domain. [*]No proficiency bonus. Instead trained skills add +1d6 to their ability check. At level X,Y,Z you either gain another skill or increase the size of the die by one. [*]Saving throws receives no bonus unless very special cases. [*]Fighters have built-in offensive and defensive maneuvers depending on their favored fighting styles, including warlord-y ones. [*]Two-weapon figthing does not require a bonus action. [*]In fact, Bonus Actions no longer exist. Some spells are Swift, meaning you can cast them as part of another non-spell Action. [*]No, bards, sorcerers or warlock, but they can be replicated with Specialty and Background. [*]Smite is a Channel Divinity option instead of a spell-consuming feature. The Paladin can add its CHA mod to the save of an ally as a reaction, no longer an always ON aura. The paladin, can replace any of its saves attempt with a CHA save instead, but do not add their CHA to all other saves. [*]Druids use templates instead of statblocks for their shapeshift. [*]No multi-attacks, but classes gain more damage die at X levels. [*]In addition to backgrounds and classes, the players can choose a Specialty, which are built-in feat progression as you level. Wanna be a druid with a thief guild background and a two-handed weapon warrior specialty? Go for it. It add another layer of customization. [*]Feats are small, but no longer cost an ASI. [*]Monks have different archetypes based on elemental bending ala Avatar. [*]Disengage moves you 10 ft. [/LIST] and Death: [LIST] [*]A creature can make a Coup de Grace as an action: if they target an unconscious creature and deal damage, the creature falls to 0 HP. If the creature is already at 0 HP, it dies. No need to hit it 2-3 times to causes death save failure. [*]You can go in negative HP, If a creature making death save has more than CON score + level in negative hp, it dies. [*]Stabilizing a creatures requires a DC 15 instead of 10. [*]Short rests are 10 minutes, long rest 8 hours, but there is optional rules for slower healing and even reinstating Bloodied and Second Wind from 4e. [/LIST] [LIST] [*]Enemies have way less HP. [*]Most enemies have a special move recharging on a d6, and some basic creatures have a list of traits you can add to them to make them different or more challenging. [/LIST] Do you have things from the playtest you still use at your table? or you wished they had kept from the playtest? [/QUOTE]
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