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How D&D Beyond Will Handle Access To 2014 Rules
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<blockquote data-quote="Remathilis" data-source="post: 9449492" data-attributes="member: 7635"><p>That's rather vague. Let's set some parameters.</p><p></p><p>The "Revised" Players Handbook contains the following: </p><p></p><ul> <li data-xf-list-type="ul">All Species get MotM treatment (floating ASI, extra language, etc). No new or removed species.</li> <li data-xf-list-type="ul">Classes get the variant options from Tasha standard. A few sore spots are addressed:</li> </ul><p>Monk damage starts at a d6</p><p>Sorcerers get extra spells known via subclasses</p><p>Twin Spell cost doubled </p><p>Paladins can only smite 1/ round </p><p>Druid Temp HP from wild shape limited to 3x druid level.</p><ul> <li data-xf-list-type="ul">Backgrounds give a free feat. Options are Tough, Skilled, Magic Initiate, Lucky, and new ones (Crafter, Musician)</li> <li data-xf-list-type="ul">Conjure spells just replaced with Tasha summon spell mechanics.</li> <li data-xf-list-type="ul">General tweaks to change short rest refresh to proficiency/per day and choosing you caster stat for feats and species.</li> <li data-xf-list-type="ul">Some spells get rebalanced</li> </ul><p>No new subclasses, spells, or feats beyond a few new background feats </p><p>Pretty art</p><p>Terminology changes to remove offense or outdated words</p><p>$55 95. </p><p></p><p>You interested? </p><p></p><p>I opted for the fewest changes I could make to bring the PHB up to Tasha/MotM and later supplements. Only the biggest pain points are addressed and plenty of them would probably remain untouched. There is no fix for elements monk or moon druid, beastmaster gets the Tasha fix, sharpshooter and GWM go though untouched. Good choices remain good, bad choices mostly stay bad or get minor tweaks to make them less awful.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9449492, member: 7635"] That's rather vague. Let's set some parameters. The "Revised" Players Handbook contains the following: [LIST] [*]All Species get MotM treatment (floating ASI, extra language, etc). No new or removed species. [*]Classes get the variant options from Tasha standard. A few sore spots are addressed: [/LIST] Monk damage starts at a d6 Sorcerers get extra spells known via subclasses Twin Spell cost doubled Paladins can only smite 1/ round Druid Temp HP from wild shape limited to 3x druid level. [LIST] [*]Backgrounds give a free feat. Options are Tough, Skilled, Magic Initiate, Lucky, and new ones (Crafter, Musician) [*]Conjure spells just replaced with Tasha summon spell mechanics. [*]General tweaks to change short rest refresh to proficiency/per day and choosing you caster stat for feats and species. [*]Some spells get rebalanced [/LIST] No new subclasses, spells, or feats beyond a few new background feats Pretty art Terminology changes to remove offense or outdated words $55 95. You interested? I opted for the fewest changes I could make to bring the PHB up to Tasha/MotM and later supplements. Only the biggest pain points are addressed and plenty of them would probably remain untouched. There is no fix for elements monk or moon druid, beastmaster gets the Tasha fix, sharpshooter and GWM go though untouched. Good choices remain good, bad choices mostly stay bad or get minor tweaks to make them less awful. [/QUOTE]
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