D&D 5E Let's Read the D&D Next Playtest

I'm pleased they didn't keep the bonus damage with racial weapon specializations: as a mechanic it reduces diversity of character choice (why would a dwarf fighter not use an axe if it objectively did more damage than every other 1-h weapon?), rather than increase it.

As it is, for many characters the weapon proficiencies are a "ribbon" (as we've recently found out they call it). What we've got isn't perfect, but it is an improvement, imo.

I agree, but by that logic, why would any character other than a half-orc barbarian use a greataxe? They went from encouraging axes and hammers for dwarves mechanically, to encouraging greatswords (greater damage) and longswords (a much more common magic item than a battleaxe) for every class. Homogenization to the nth degree. Doing a half a point more per damage by choosing a maul instead of a greataxe? Of course you should pick that.

Check the DMG. There are two magic axes in there, one of which is cursed. And the frequency for magic axes is less than hammers and far less than swords. This matters in adventures where loot tables are used, and published adventures.

Are you against greataxes and greatswords doing different damage? Because as it is, mechanically speaking, dwarves are encouraged mechanically to ignore their racial weapons, which are inferior. Well, no, they are encouraged mechanically to use mauls, over greataxes.

I actually agree with your point, that such choices should be more flavor oriented because the choice between using and axe or a sword shouldn't be one based on mechanics. But even in a game where greatswords do more damage than greataxes, they could have at least given dwarves something like the half-orc racial ability on crits, which is vaguely similar to what they had in the packets where dwarves did one damage die higher with axes. That would still work in 5e as published, because going from 1d12 to 2d6 would finally put greataxes at least on par with greatswords for that race.
 
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I quite liked the mechanic, but you're right. It would lead to more homogenization of pcs.

Instead we get dwarves who only pick axes over hammers or swords to look cool, rather because they are decent mechanical choices for either their class or race.

There is negative support for axes in 5th edition, look at the DMG. It's positively anemic in terms of axes. One of them is a legendary item, not going to see much use in play. And the other is cursed.

Meanwhile, swords are much more commonly dropped items. I don't see dwarves using axes much. Hammers have plenty of juicy options (dwarven thrower, lightning hammer), and mauls do damage on par with swords.

The only homogenization we are left with now that they removed any mechanical bonus for dwarves picking axes, is that nobody in their right mind would select that weapon from the weapon table, since it's inferior mechanically, especially if you add great weapon fighting style on top, which increases the benefit of choosing a sword or maul even more. That's unfortunate. The designers did decide to give axes a mechanical edge based on race, but they gave it to half-orcs instead.

In 5th edition, greataxes are for half-orc barbarians, mechanically, not for dwarves. And that's a shame.
 

There's other deadweight on the weapons chart (Halberd and especially Trident, I'm looking at you), but I'm not sure I agree with you on the great axe.

First off, we're not looking to this for complete realism: there just isn't enough granularity to make this meaningful; and we acknowledge there's a lot that's artificial about D&D combat. The table has to have a plausibility, but not verisimilitude. Spear and dagger show us that. But there is always more than one reasonable choice for a lost every character design.

Second, you are assuming every player wants your experience of play. When you imply greatswords are objectively better, you're calculating maximum average damage per round. That's fine, but it's not the only measure of these things. A greataxe, for example will do maximum damage three times more often than the greatsword, and for some players, that's what they want to experience -- that exhilaration of doing the max. (The fact that "1s" occur too matters less, since you get to add your strength bonus anyways -- you're always going to be doing at least 4 points of damage (say), so the trough is less apparent. That's not the way you play? Fine! But it's completely fair. So people just like to roll the d12 (as was realized when they designed the Order of the Stick board game).
 


One of the things about the August 2012 play test that really stood out for me was the implementation of Necromancy. It wasn't included as a subclass, but it was one of the Specialties, and therefore available as a feat chain to any spell caster.

That was both awesome and highly problematic. The Awesome was that it didn't distinguish wizards and clerics -- either could pursue the necromancer path if they wanted, and while they hadn't been introduced yet, one could imagine necromancer druids, paladins, etc. IT was pretty heady.

At the same time, the level 1 ability (Aura of Souls) gave you advantage on rolls, but the wording was so unremittingly evil, that there was no sense that this could stand by in most games (to gain advantage, you utterly destroy the soul of a fallen enemy). In a multiverse where everyone knows souls and gods are real, this was amazingly powerful, as you destroyed an enemy's life energy.

(Note also that as written it was possible for every High Elf (even a rogue or a fighter) to pursue this specialty.)
 

One of the things about the August 2012 play test that really stood out for me was the implementation of Necromancy. It wasn't included as a subclass, but it was one of the Specialties, and therefore available as a feat chain to any spell caster.

That was both awesome and highly problematic. The Awesome was that it didn't distinguish wizards and clerics -- either could pursue the necromancer path if they wanted, and while they hadn't been introduced yet, one could imagine necromancer druids, paladins, etc. IT was pretty heady.

At the same time, the level 1 ability (Aura of Souls) gave you advantage on rolls, but the wording was so unremittingly evil, that there was no sense that this could stand by in most games (to gain advantage, you utterly destroy the soul of a fallen enemy). In a multiverse where everyone knows souls and gods are real, this was amazingly powerful, as you destroyed an enemy's life energy.

(Note also that as written it was possible for every High Elf (even a rogue or a fighter) to pursue this specialty.)

Man, I had forgotten that one... now I miss it.

I want to make a 4th level fighter eldritch knight with the acolyte background and the tiefling race and that feat... does anyone have the write up on it...because just that fluff sounds awesome...
 

I have the write up, of course. I imagine some other folks do, too. The only question is whether we can share it. Technically, we're still under NDA. We can discuss the playtest -- hence this thread -- but we can't reproduce text.
 

The next playtest packet came out on October 8th, 2012. This was more of a mini-update, with most of the files being the same as in the August packet. The changes were a numerical adjustment to the counter budget table in the DM Guidelines, some changes to monster traits in the Bestiary, a revised version of the Caves of Chaos adventure, and the big one: a Magic Items file. The Magic Items file is the same content as was in a later packet released on October 29th. That packet had bigger changes, so we’ll skip the 10/8 packet and go straight to the 10/29 packet.

The October 29th packet had 22 total files. There were the same 18 as in the August packet, plus Magic Items, Maneuvers, Caves of Chaos, and a Next conversion of Isle of Dread. The files saw a style revision, with the Playtest watermark removed, and a new font and point size, which makes the job of finding revisions tougher! But let’s get on with the show.
[sblock=How to Play]There were very few changes in the core rules. Advantage was removed from Opportunity Attacks, which were locked down in the form we have now. Perception was revised to key off of Wisdom OR Intelligence, with the Search skill being tied to INT and Listen and Spot tied to WIS. A short section of listening at doors was added. In combat, advantage was removed from Opportunity Attacks, locking them down in the form we have now. There’s a short sidebar on Contests, and a number of additional Actions that are included “as models to for [the DM] improvising others.” These are Disarm, Escape a Grab, Grab, Knock Down, and Push. Improvise moves from a distinct Action to being a sidebar.

Two-weapon fighting is added to the Melee Attacks section. To use two-weapon fighting, at least one must be a light weapon. Two attacks are made, both with disadvantage. Ability modifiers are not added to damage for either attack.

Critical hits a changed a bit with this packet. A critical hit still, in general, deals maximum damage. But in addition to this, characters and monsters with class levels can add an additional damage roll, depending on level. This 2d6 at first level, with an extra d6 added each odd-numbered level, to a maximum of 6d6.

The rules for resting remain the same, with the Variant rest rules now put in a sidebar titled “Optional Rule: Slower Recovery.” There are also two Experimental Rest Rules. In the first one, short rests are an hour, and each hour you rest you get your level + CON mod in HP back. If you rest for 6 or more hours, this becomes a long rest, and for each additional hour you rest you get level + CON mod + CON score in HP back. Experimental Rule 2 draws on some 4e concepts: instead of Hit Dice, you regain HP per hour as in Experimental Rule 1 – however, it introduced the concept of “bloodied” – half your HP. If you are not bloodied, you can short rest up to your maximum HP, but if you are bloodied, you can only short rest up to your bloodied value. It also adds a Refocus option: a character can use their action to draw on inner strength and endurance. They make a DC 10 CON check, and if successful regain 1 + CON mod hit points.

In the Magic section, Spell Disruption was removed and replaced with Concentration. It is very much like the published version of Concentration. The only difference is that originally the DC for maintaining concentration after taking damage was half the damage total. In the published rules, this DC 10 or half the damage total, whichever is higher. One unusual change is that the section Minor Spells, explaining cantrips and orisons, was removed. They still exist in the game as “Level 0” spells, but there is no section explicitly explaining how they work.
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[sblock=DM Guidelines]As mentioned above, this file was slightly revised on October 12th. It was further revised for the packet of the 29th. One reason for the revision was the expanded skill list with this packet, with each skill associated with an ability, and those skills listed in the section here on Ability Checks. Some new examples of each level of task was added to the DEX and INT sections.

In the Illumination section, Shadows finally is changed to Dim Light, but is otherwise the same.

Encounter Building Guidelines are essentially the same as before in terms of process, but the numbers have been revised in the Easy-Average-Tough table. Also, the previous packet had advice for Very Weak Monsters, suggesting that monsters 3 or more levels below the party’s average level should be treated as having half-XP for purposes of budgeting. That was removed for the Oct. 29th packet, probably reflecting the revision in monster math.
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[sblock=Equipment]As near as I can see, this is identical to the August packet, except it has been reformatted with a new font.
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[sblock=Magic Items]This file was added to the October 8th packet, and then reformatted for the October 29th packet. The essentials are the same as in the published rules. Magical items are not an integral part of the game’s math. No magical bonuses greater than +3, with bonuses greater than +1 being rare and unusual. There is no default market for magic items. More powerful magic items require attunement to function, and characters can only be attuned to three magic items at a time. Tables are provided for DMs to roll or select characteristics of a particular magic item: who created it, what its nature is, a minor property, and a quirk. Random treasure tables key off of encounter difficulty, although while this is challenge rating in the published rules, in the playtest it was whether the encounter was Easy, Average, or Tough.

The rarity levels are much the same as in the published rules: Common, Uncommon Rare, Very Rare, Legendary, and Artifact. In the published rules it is suggested that Common and Uncommon items be available from 1st level, Rare at 5th level, Very Rare at 11th level, and Legendary at 17th, with Artifacts depending on the story, with no particular suggested level. In the playtest, however, it is suggested that Common items are introduced at 2nd level, Uncommon introduced at 3rd, Rare at 5th, Very Rare at 7th, Legendary at 9th, and Artifacts at 11th or higher. Part of this, I suspect, is accounting for the accelerated pace of the playtest.

Item values also changed. Common and Uncommon items are worth the same in the playtest and published rules, but Rare items jump from 500-2,000 gp to 501-5,000 gp, Very Rare go from 2,000-5,000 gp to 5,000-50,000 gp, and Legendary items go from 5,000-10,000 gp to 50,000+ gp. Artifacts are given a value of 10,000+ gp in the playtest, but have no value in gp in the published game.

How items are identified would change throughout the playtest. In this packet, Divination Magic (Detect Magic and Identify), Trial and Error, Examination, Knowledge Skills, the Item itself (if intelligent) and Attunement are ways to identify magic items. In the published rules, identification would come more easily, with the player able to figure it out just by focusing on it for a short rest. One aspect of Magic Items that would be developed in later playtests is Activating an Item, which at this point in the playtest is not included.
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[sblock=Bestiary]The Bestiary is greatly expanded, going from 18 pages to 54. The statblocks were revised in the Oct. 8th packet, and that design is used here. It’s very similar to the style used in the published Basic Rules: a simple 10 line statblock, then special traits, if any, and then Actions. There’s too much new info to go over, but perhaps most distinctive of this packet is the introduction, at long last, of Dragons. Black, Green, and White Dragons, to be specific. They are not given age categories, but are all Huge size, which puts them in the Adult category. They are a bit weaker than their published counterparts, but have essentially the same abilities: claw, bite, tail, multiattack, breath weapon (recharges on 5-6), and frightful presence (but only if the dragon is ancient). But what they do have that the published versions do not are an additional ability, very similar to the ones dragons had in 2nd and 3rd editions. The Black dragon can cast Darkness in a 50’ radius, the Green can cast Suggestion, and the White can cast Fog Cloud in a 50’ radius. All of these recharge on a 6. It may be that it was felt that the basic dragon should be simplified, since they would get Legendary Actions and Lair Actions. To be sure, all of the above effects (and more!) are available as Lair Actions. Still, personally, I find the playtest Dragons here to be very much in my comfort zone: not too powerful, not too complex, but with some variety. The published Dragons, with Legendary Actions and Lair Actions look quite interesting and flavorful, but perhaps fall on the complex side for me. In old school terms, I prefer 1st Ed. Dragons to 2nd Ed. Dragons.

Some changes noted in the Read First file: the monster math was revised, a recharge mechanic was added to some monster abilities, some optional traits and actions were added, as well as a fixed damage option.
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[sblock=Character Generation]This is largely the same as the previous packet, except for the addition of Point Buy (same as the published rules) and the addition of character advancement up to Level 10.
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[sblock=Races]
Dwarves – Almost exactly the same except Stonecunning goes from being an ability you just have to being represented by a Knowledge (dungeoneering skill).

Elves – Almost exactly the same except Keen Sense goes from being advantage on checks to listen, search for or notice something, to being training in the Listen and Spot skills.

Halflings – No change from previous packet.

Humans – No change from previous packet.
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[sblock=Classes]So Classes were overhauled a bit. Much of it strikes me as chunking things together for ease of presentation with the additional new levels.

Cleric – Domains have been replaced by Deities, which is just a rose by another name. While previous packets only had the Sun (laser cleric) and War (brawler cleric) domains, the new packet renames those the Lightbringer Deity and the Warbringer Deity, and introduces the Lifegiver Deity (healing specialist), the Protector (protective buff specialist), and the Trickster (something of a miscellaneous support specialist). Channel Divinity has been removed, going back to a more old school iteration where all Clerics get Turn Undead at-will. Spells per day have been scaled back: 3 Level 0 per day, and 1 Level 1 per day at first level. On the other hand, your Deity provides 1 to 3 Level 0 spells at-will, as well as higher level Domain spells that never need to be prepared. Each Deity also provides a “Disciple of the…” trait: Lifebringer gives a bonus to healing spells, Lightbringer lets you deal radiant damage to creatures within 10’ of you, Protector gives you and your companions a bonus to Initiative, Trickster gives you an extra tricksy skill (Bluff, Disguise, or Sneak), proficiency in finesse and simple/martial ranged weapons, and lets you turn invisible once every 10 minutes, and Warbringer gives you proficiency in martial/heavy weapons. Finally, Clerics get an extra Knowledge skill (Religious).

Fighter – Combat Superiority has been renamed Expertise, and has been slightly nerfed: instead of starting with three maneuvers (Deadly Strike, Parry, and 1 from your Fighting Style) you start with two (Deadly Strike and 1 from your Fighting Style), while the expertise die has been knocked down from d6 to d4 at first level. It gets a bit better at higher levels: instead of a d8 at level 4, you get 2d6. Additional maneuvers have been added to the game, as well as an additional Fighting Style: Veteran. It’s not much, but the maneuvers are flavorful. The Veteran, for example, gets Danger Sense at Level 2. Finally, the fighter gets an Extra Attack at Level 6. This works just like in the published game.

Rogue – Perhaps fittingly, the Rogue stole the Fighter’s stuff. Skill mastery has been replaced by Expertise, and Sneak Attack has been made a maneuver. Rogue Schemes have been reimagined to use maneuvers, but unlike the Fighter, who gets a specific maneuver at a each even level, the Rogue can choose from a selection in their Scheme. Schemes also come with preset skills. The Thug scheme has been renamed the Enforcer, and the Acrobat, Rake, and Trickster schemes have been added. Thieves Cant has been replaced with Thieves’ Tools. Expertise aside, it thus has a very 2nd Ed. Thieves Handbook feel.

Wizards – Wizards have been slightly overhauled, like Clerics. Their Hit Dice and starting hit points were increased from d4 to d6, which they would retain to the published version. They now get 3 Level 0 spells and 1 Level 1 spell, instead of 3 Level 1 spells. They choose a Tradition of Wizardry, which provides them with at-will spells, and also Signature Spells, which can be cast again after 10 minutes. In other words, Encounter powers! The available Traditions are Academic (generalist), Battle Magic, and Illusion. Each Tradition also provides an extra trait: Academics get an additional spell slot of their highest level, Battle Mages can sculpt their area of effect spells to avoid hitting friendlies, and Illusionists can choose two options for a minor illusion spell, instead of just one. Like the Cleric, the Wizard gets an extra Knowledge skill (Wizardly Knowledge).

Sorcerer and Warlock – These classes were removed from the playtest. Per the update summary: “As a result of playtest feedback, we are exploring new approaches to these classes, as well as new options for magic.”
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[sblock=Maneuvers]With both the Fighter and the Rogue getting maneuvers (some shared, some not), a dedicated Maneuvers document was included. The shared maneuvers are Composed Attack (offset disadvantage with expertise die), Danger Sense (add expertise die to initiative), Lightning Reflexes (add expertise die to Dex save), Opportunist (add expertise die to Opportunity Attack), Parry (offset received melee damage with expertise die), Precise Shot (offset cover penalty with expertise die when making ranged attack), Spring Attack (use expertise die to make an attack when Disengaging or Hustling), Tumbling Dodge (add expertise die to AC while moving), and Vault (spend expertise die to increase distance of jump.)

Fighter only maneuvers are: Cleave (use expertise die to make extra attack after killing a foe), Deadly Strike (add expertise die to damage), Glancing Blow (spend expertise die to do damage on a miss), Great Fortitude (add expertise die to STR or CON save), Might Exertion (add expertise die to STR check), Protect (offset damage to ally with expertise die), Volley (spend expertise die to attack additional enemies with ranged attack), and Whirlwind Attack (spend expertise die to attack additional enemies with melee attack).

Rogue only maneuvers are: Controlled Fall (spend expertise die to offset falling damage), Defensive Roll (offset any damage from successful DEX save with expertise die), Iron Will (add expertise die to WIS or CHA save), Skill Mastery (add expertise die to trained skill check), and Sneak Attack (spend expertise die to increase damage when attacking with advantage or with an ally in reach of target).
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[sblock=Backgrounds]Backgrounds and skills still work largely the same as before, only now you get four skills instead of the previous packet’s three, and the lists of both skills and backgrounds have been largely expanded. The description of how skills are used is unchanged, but the previous packet clearly noted under the skill name what ability it was associated with, while in this packet the skill’s description simply notes one or two abilities that is “typically” used for that kind of check.

New backgrounds are Guide, Guild Thief (replacing the Thief), Jester, and Minstrel. The skills have been completely overhauled and made much more granular: the list is now Balance, Bluff, Climb, Disable Device, Disguise, Drive, Escape Artist, Gather Rumors, Handle Animal, Heal, Intimidate, Knowledge, Listen, Perform, Persuade, Profession, Ride, Search, Sense Motive, Sleight of Hand, Sneak, Spot, Survival, Swim, Track, Tumble, and Use Rope.

I think at the time they were trying out different ways of delivering skills. After an initial list of common actions, they added many different lore skills, and in this iteration, they went with a very much 3e kind of list. They kept this list until the March 20th, 2013 packet, which looked a lot more like a 4e kind of list.
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[sblock=Specialties]Specialties also saw a major overhaul this packet. How they work is essentially the same: a pre-set feat gained every third level. The new rules included advice for choosing feats a la carte, as well as an optional Retraining rule (one feat can be changed out with each new level, provided it’s not a load bearing prerequisite for other feats/abilities).

While the old packet Specialties had names like “Archer” or “Guardian”, the new packet gives them all X Specialist names: Ambush Specialist (formerly Lurker), Arcane Magic Specialist (formerly Magic-User), Divine Magic Specialist (formerly Acolyte), Endurance Specialist (formerly Survivor), Healing Specialist (formerly Healer), Investigation Specialist (a new one), Skill Specialist (formerly Jack-of-All-Trades), and Stealth Specialist (another new one). Gone were the Archer, the Dual Wielder, the Guardian, and the Necromancer. No doubt it was thought that these were largely redundant with the new maneuver system, and for the Necromancer, new Wizard Traditions.

Each Specialty contains four feats, for Levels 1, 3, 6, and 9.
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[sblock=Pre-gens]The kinds of pre-gens remain the same: Dwarf Fighter (Melee), Elf Wizard, Halfling Rogue, Human Cleric (Sun), and Human Fighter (Ranged). In general they have simply been rebuilt as largely the same within the new rules. The biggest change is the Human Fighter, who went from an Archer specialty to an Investigation Specialist.
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[sblock=Adventures]The Oct. 8th revision of Caves of Chaos is included, and Reclaiming Blingdenstone has been reformatted, like all the playtest files. This packet also includes a Next conversion of Isle of Dread! It contains all the D and E maps, and a full color version of the blank Isle of Dread hex map (B&W in my old version; the one in the playtest is probably from the BECMI release). No continental map of the Known World, though.

While the Caves of Chaos was a fairly straightforward conversion of B2, even using much of the same language, the Isle of Dread has been rewritten from the ground up. Some encounters have been changed: bull sharks become alligators, the giant squid becomes a water spider. It provides Random Encounter tables like the original, but altered to fit the playtest Bestiary. Somewhat disappointingly, while removing all the continental info and heavily truncating Rory Barbarosa log, the adventure goes from X1’s svelte 32 pages (34 with cover interior maps) to a swollen 44 PDF pages. Although the adventure is “By David Cook and Tom Moldvay”, virtually none of their text is used.
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As it is, for many characters the weapon proficiencies are a "ribbon" (as we've recently found out they call it). What we've got isn't perfect, but it is an improvement, imo.

I've seen this is a number of places now, but I still have no idea what a 'ribbon' is.
 

I've seen this is a number of places now, but I still have no idea what a 'ribbon' is.

Ribbons were called out in a sidebar in the Unearthed Arcana article on Waterborne adventures. The basic idea is some PC abilities aren't factored into balance, because it provides more flavour. Like the Storm Sorcerer's ability to alter weather patterns.
 

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