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Let's Read the D&D Next Playtest
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<blockquote data-quote="Iosue" data-source="post: 6686342" data-attributes="member: 6680772"><p>The next packet, released November 13, 2012, introduced the Monk. But everything else remained the same as the October 29 packet, and the design of the Monk was not especially different in the next packet, so we’ll skip November 13 and go straight to December 17.</p><p></p><p>The December 17 packet was one of those big overhauls, where every file was changed. The packet had 23 files, the same 17 files and 5 pre-gens as in previous packets, plus a new adventure for 14th level characters: The Mud Sorcerer’s Tomb. Big changes in this packet included the introduction of Skill Dice, and character rules for up to Level 20. Strap in folks, because this post is looooong. As I type this in Word, we’ve reached 14 pages. Make a nice half-caff latte, make sure the kids are out of the house, and take your time. On with the show!</p><p>[sblock=How to Play]The first noticeable change is the addition of falling damage. Pretty straightforward and like most versions of D&D: 1d6 for every 10 feet fallen, to a maximum of 20d6, mitigated by landing in water. </p><p></p><p>Opportunity Attacks were slightly tweaked: forced movement doesn’t trigger them. Escape a Grab is removed from the Actions list, and Grab is replaced by Grapple. The Grappling rules are expanded, looking very similar to the finished version, except that the Grappled and Restrained conditions are basically explained in the Grapple rules. Attacking without proficiency now gives you Disadvantage. Two-Weapon Fighting is revised, looking a little bit closer to their finished version: you make two attacks, with a -2 to both attack rolls, and don’t add your damage bonus to the light weapon. </p><p></p><p>Critical Hits are revised again: now they do maximum damage, plus an additional damage roll (without bonus). Damage type is laid out for the first time. It was present all through playtest, but only mentioned in passing when talking about a particular weapon, spell, or ability. Here they are listed and explained: Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, and Thunder. The Death Save system is slightly changed so that a natural 20 gives you 1 hp.</p><p></p><p>Casting in Armor rules have been added. If you are proficient in the armor you are wearing you can cast a spell, but if you are not proficient, you are too distracted and physically hampered. Cantrips return to the playtest as a distinct thing. The gold piece cost for casting rituals was removed.</p><p>[/sblock]</p><p></p><p>[sblock=DM Guidelines]DCs were revised to something very close to what we have in the finished game: Trivial DC 5, Easy DC 10, Moderate DC 15, Hard DC 20, Very Hard DC 25, Formidible DC 30, and Nearly Impossible DC 35. The “Ignoring the Dice” section was set apart as a sidebar. The sample DCs in the abilities section were very slightly tweaked, e.g., breaking chains or manacles went from Very Hard (DC 19) to Formidable (DC 30), but for the most part they are the same, now in line with the new DC numbers.</p><p></p><p>Combat Encounter Building was tweaked some more, and a new guideline for large numbers of monsters was added: if characters are outnumbered 2 to 1, the difficulty moves up a step. Outnumbered 3 to 1, and the difficulty goes up two steps. This would stay the same throughout the playtest, but in the finished game, enemies were given an XP multiplier based on their raw numbers.</p><p>[/sblock]</p><p></p><p>[sblock=Equipment]Padded, hide, studded dragon leather, and mithral shirt, chain and plate armors were added to the armor list, but the other armors remain the same. The distinct melee and missile weapon categories were combined into one list: Simple, Martial, Special, and Ammunition. Finesse and Heavy were made into weapon properties, rather than distinct categories. A new property was Double, used with the Quarterstaff, Double axe, and Double sword, and so on. Basically, they had two damage values, a primary one, and a secondary one. Characters could use these weapons as if two weapon fighting. </p><p></p><p>The Light, Loading, and Versatile properties were also added, working as they do in the current game. Weapon groups such as Axe, Sword, Dagger, and the like, were removed. The previous Special Weapons (crossbow and lance) were replaced with the blowgun, bolas, net, spiked shield, and whip. Masterwork weapon rules were removed. Adventuring equipment was largely the same, except the Ritual Component Pouch was removed.</p><p>[/sblock]</p><p></p><p>[sblock=Magic Items]Magic Items are the same as the previous packet, just slightly differently formatted.</p><p>[/sblock]</p><p></p><p>[sblock=Bestiary]The bestiary was much expanded, with many classic creatures such as the beholder, lich, rust monster, and vampire added. Demons, dragons, giants, and golems had their rosters expanded. According to the Read First file in the playtest packet, much of the monster math such as AC, HP, and damage was also revised. The bestiary went from 54 pages to 95, with about 150 entries. Some of the additions came from the Mud Sorcerer’s Tomb adventure.</p><p>[/sblock]</p><p></p><p>[sblock=Character Generation]“Record Skill Die” was added to the Character Generation process. The character advancement table was completely revised, with new XP requirements for each level, and the skill die replacing the Skill Bonus levels.[/sblock]</p><p></p><p>[sblock=Races]</p><p><strong>Dwarves</strong> – Some new weapons from the equipment list are added to the Dwarven Weapon training feature.</p><p></p><p><strong>Elves</strong> – The High Elf’s cantrip ability was slightly rewritten to account for the return of cantrips.</p><p></p><p><strong>Halflings</strong> – No change from previous packet.</p><p></p><p><strong>Humans</strong> – No change from previous packet.</p><p>[/sblock]</p><p></p><p>[sblock=Classes]Major overhauls of all classes this time around. All classes now go up to Level 20. One major change is that all classes, with the exception of the wizard, get Martial Damage Dice, and a Martial Damage Bonus. Martial Damage Dice are basically the same as Expertise Dice. You can roll them for extra damage or spend them on maneuvers. Martial Damage Bonus is a once-per-turn straight bonus to damage.</p><p></p><p>[sblock=Cleric]Previously, Clerics had proficiency in all Armor and Shields. Now, the base class has no proficiency in armor or shields; such proficiencies are provided by the Cleric’s deity. Channel Divinity makes a comeback, available once a day at Level 1, twice a day from Level 2 to Level 4, thrice a day from Level 5 to Level 7, four times a day from Level 8 to Level 13, and finally five times a day from Levels 14 to 20. The nature of the Channel Divinity differs based on the Deity.</p><p></p><p>Divine Magic is now Spell Casting. Previously, Clerics could only prepare as many spells as they had spell slots to cast, with domain spells always prepared. Now this is 1 + Cleric level, but with the new spell progression table, this works out to the same thing. One class feature that I think I forgot to mention previously is Battlefield Concentration, which means Clerics do not have to save to maintain Concentration when taking damage. Previously some Cleric spells (e.g., Bless, Cure X Wounds) were classified as Words of Power, meaning the Cleric could cast them with a few words, and still take another action. These were removed from the Cleric’s description, but confusingly, some spells are still listed as words of power.</p><p>[sblock=Deities]The Arcanist is included as new Deity. Examples of Arcanist deities include Hecate, Isis, Odin, Freya, Mystra, and the moon gods of Dragonlance. Arcanist clerics get no armor proficiencies, but they get the mage armor cantrip, plus two others they can choose from the cleric or wizard list. Their Channel Divinity powers are Channel Magical Might (impose disadvantage on a Save vs. one of your spells), and Channel Spell Energy (cast your 1st level domain spell without using a slot). Domain spells are one spell chosen from the wizard list for each level that the cleric can cast. Their Disciple of Magic feature also lets them use magic items normally restricted to wizards.</p><p></p><p>The Lifegiver is much the same as before. Level 0 spells Cure Minor Wounds and Resistance are replaced by the Cure Minor Wounds cantrip and one of the player’s choice. Channel Divinities are Channel Positive Energy (fancy term for Turn Undead that can double as a healing spell) and Channel Regrowth (reduces damage by 10 as a reaction). No armor or shield proficiencies!</p><p></p><p>With the Lightbringer, at-will spells Cure Minor Wounds, Light, and Lance of Faith are replaced with the lance of faith cantrip and one more of your choice. Channel Divinities are Channel Positive Energy and Channel Radiance (unleash divine radiance when casting a domain spell; each creature of your choice within 10 feet takes 2d6 radiant damage, CON save for half damage). The Disciple of the Sun feature is changed from optional radiant damage to a Lance of Faith as a reaction to an attack against you, or in place of a melee opportunity attack. No armor or shield proficiencies!</p><p></p><p>With the Protector, the Cleric finally gets proficiency in all armor and shields. Their cantrip is Resistance and one other, replacing Resistance and Cure Minor Wounds Level-0 spells. In lieu of a party bonus to initiative, the Disciple of the Protector feature provides proficiency in martial weapons. Channel Divinities are Channel Positive Energy and Channel Shelter (as a reaction, reduce damage by 10 when taken by an ally within 30 feet of you). </p><p></p><p>Another new Deity is the Reaper, the god of death. Again you get proficiency in all armor and shields, the Chill Touch cantrip plus another, proficiency with martial weapons as a Disciple of Death, and your Channel Divinities are Channel Negative Energy (deal 2d6 necrotic damage to each living creature within 30 feet, CON save for half damage, or heal an undead creature), and Rebuke Undead (charm an undead creature for 1 hour).</p><p></p><p>Another new addition is the Stormcaller, with Zeus and Thor namechecked. You get proficiency in all armor and shields, the shocking grasp cantrip plus one other, and your Disciple of Storms features gives you proficiency in a weapon of your choice, typically the one favored by your Deity. Channel Divinities are Channel Storm’s Fury (unleash 2d6 damage thunderclap when you hit with a melee attack) and Channel Wrath (deal 2d10 extra damage on a successful hit).</p><p></p><p>The Trickster now gives you proficiency with light armor. You know the Minor Illusion cantrip, and Disciple of Trickery gives you two skills of your choice from Bluff, Disguise, or Sneak, as well as proficiency with martial finesse weapons, and simple and martial ranged weapons. Channel Divinities are Channel Deception (become invisible for a turn), and Channel Trickery (cast a Mirror Image spell). </p><p></p><p>The Warbringer gives you proficiency in all armor and shields and Disciple of the Warbringer gives it for all martial weapons, natch. Cantrips are Cure Minor Wounds and one other. The Channel Divinities are Channel Strength (get advantage on a Strength melee attack or Strength check) and Channel Wrath.[/sblock]</p><p></p><p>Clerics don’t get Combat Expertise until 6th level. They get their first Weapon Attack Bonus (+1), and a d6 Martial Damage Die. They can’t trade it in for maneuvers unless they take a feat that provides them, though. At 18th level, they get a +5 Martial Damage Bonus that does not improve.</p><p></p><p>The Cleric Spells per Day table returns to the same progression as the August packet, though now of course expanded to 20 levels. As alluded above, the number of slot always equals 1 + the Cleric’s level, and is a little more stingy than the final table eventually published. At Level 20, the Cleric has 3 first level spell slots, 2 slots for spell levels 2-5, and 1 slot for spell levels 6-9.[/sblock]</p><p></p><p>[sblock=Fighter]Wow, after that thorough re-visioning of the Cleric (including giving the Cleric and other classes a taste of the Fighter’s Combat Expertise feature), you must be excited to hear about the incredible new redesign of the Fighter, right? Well, you can imagine our lamentations when we scrolled down and found…the Fighter was fundamentally the same.</p><p></p><p>The Martial Damage Dice was bumped up to 1d6 at first level, and given a slightly more generous progression, although instead of progressively increasing die size (d4 to d6 to d8 to d10…), only the number of d6s are increased, from 1d6 at first level to 6d6 at Level 20. Furthermore, the Fighter’s Weapon Attack Bonus was nerfed. Previously it started at +3, and had increased to +5 by Level 9. Now it started at +1 and topped out at +5 at Level 19. Now, everyone’s Weapon Attack Bonus took a hit, and the progression was the same as the Cleric’s and Wizard’s Spellcasting Bonus, but by the same token, it was the same as the Monk’s and Rogue’s Weapon Attack Bonus. Now, this clearly presages the creation of proficiency, while at the time Mearls and Crawford said that these Weapon Attack Bonuses were essentially placeholders until the final revision of math. But at the time, it was just depressing, as a Fighter player.</p><p></p><p>Fighting Styles remained essentially the same. The Sharpshooter was renamed the Marksman, and the provided maneuvers were tweaked a bit, but there was nothing new here.</p><p></p><p>The one new feature Fighter’s got was the Parry, but this was basically the Parry maneuver given to the class as a whole rather than as part of the Protector and Veteran Fighting Styles.</p><p></p><p>The Extra Attack feature was replaced by the Combat Surge, received at Level 11 rather than Level 6. It went from being once per round on the Fighter’s turn to once per day, with additional Surges received at Levels 14, 17, and 20. The result of any Martial Damage Die used with a Surge was doubled.</p><p></p><p>This was depressing just looking back on it. I checked the L&L’s of the time to see what Mearls was saying about the Fighter and found these quotes:</p><p></p><p></p><p></p><p>Which was like, eh, Parry ain’t gonna cut it. But even more amazing was that despite saying it would not be tied to Expertise, the one in the playtest was very much tied to Expertise. The Fighter would remain unchanged until the March 21, 2013 packet, when it was entirely redesigned into something quite different from what had come previously, and quite different from what it would eventually become.[/sblock]</p><p></p><p>[sblock=Monk]So the Monk. As noted before, the Monk had the same Weapon Attack Bonus, Martial Damage Dice, and Martial Damage Bonus as the Fighter. At this time in the playtest, all classes still provided an ability score adjustment, and the Monk’s was to either Wisdom or Dexterity. Starting HP was 8 plus CON mod, and HD were d8. Like their published counterparts, they got no armor or shield proficiencies. Weapon proficiencies were limited to the club, dagger, handaxe, light crossbow, longspear, quarterstaff, sling, and spear. At first Level, the Monk got Combat Expertise (just like the Fighter, with Monk-specific maneuvers coming at Level 1, 4, 7, and 10), Ki, Mindful Defense, Monastic Training, Monastic Tradition, and Way of the Fist. Let’s look at each feature.</p><p></p><p>Ki – Unlike the short/long rest based point system of published 5e, Ki in the playtest worked on a daily schedule, going from once a day at Level 1 to six times a day at Level 17. Ki Abilities were entirely died to your Monastic Tradition, unlike in the final version, which has base class ki abilities.</p><p></p><p>Mindful Defense – Exactly the same as Unarmored Defense.</p><p></p><p>Monastic Training – Extra skills for the Monk, such as Balance, Climb, and other skills similar to Thief skills. In published 5e, every class would provide a set of skills for a character, so this was subsumed into that.</p><p></p><p>[sblock=Monastic Tradition]Four traditions were provided: the Path of Mercy, the Path of the Phoenix, the Path of the Four Storms, and the Path of Stone’s Endurance. The unusually named Path of Mercy focused on first disrupting an enemy’s ability to attack, and then quickly putting them down if they persist: “If their enemies persist in violence, the initiates of mercy believe that a swift, painless death is the best recourse for those who can’t see the wisdom of peace.” Basically, though, it’s the same as the Way of the Open Hand. At 1st level this Path provided the Stunning Strike ability (a bog-simple version of Open Hand Technique), at 5th level you got Wholeness of Body (works similar to the published version, but weaker and repeatable), and at 8th level you got Heart-Stopping Strike (in concept the same as Quivering Palm, but expressed as merely doing maximum damage with an unarmed attack). The Monk released in the previous packet was the first 10 levels of a Path of Mercy Monk.</p><p></p><p>The Path of the Phoenix was basically a fire-themed Monk. They got Flames of the Phoenix, a 15-foot cone that did 2d6 + monk level of damage (DEX save for half), Fiery Soul (fire attack as a reaction to being hit by a melee attack, equal to 5 + monk level (CON save for half), and Vengeful Flame (when reduced to 0 hit points or killed, use ki to engulf three creatures within 50’ of you in flames that do 20 fire damage, plus 20 fire damage for each unexpended use of ki you still have).</p><p></p><p>The Path of the Four Storms – Not unlike a Way of the Four Elements Monk, but focused on wind and storms. The Ki Abilities provided were Warrior’s Gale (use ki to fly up to 40 feet), Hurricane Defense (after an attacker misses, use a reaction to hurl them away up to 30 feet, causing 3d6 bludgeoning damage, STR save to resist), and Vortex Punch (after a successful hit, use ki to create a vortex in a 50’ line that causes 2d6 force damage and pushes them up to 30 feet in the direction of your choice, STR save to resist).</p><p></p><p>The Path of Stone’s Endurance – As the Four Storms Monk is to air, this Monk is to Earth. Its Ki Abilities were Grasp of Stone (use Ki to grapple; if successful, your unarmed attacks hit automatically, although your opponent has advantage on all melee attacks against you), Stone’s Defense (as reaction, use ki to reduce damage from an attack to 0), and Touch of Stony Doom (upon a successful hit, use ki to make opponent’s flesh brittle; if they fail a CON save, they are vulnerable to bludgeoning damage for 1 minute).[/sblock]</p><p></p><p>Way of the Fist – A waaay simplified version of Martial Arts. Your unarmed strike works as a finesse weapon that you have proficiency in, and does 1d6 bludgeoning damage. Unlike in Martial Arts, this did not scale with level, although Monks did receive Martial Damage Dice and Martial Damage Bonus.</p><p></p><p>Finally, similar to the finished Monk, the base class provided new class features at various levels. At Level 2, this was Undaunted Strike, which was like 6th Level Ki-Empower Strikes of the published version. At Level 5, there was Purity of Body, like the 10th Level published version, but only gave immunity to disease, not poison. Level 7 was Clear Mind, the same as Stillness of Mind. Level 11 was Diamond Body, which gave immunity to poison. Level 12 was Abundant Step, a 30 foot teleport. Level 13 was Diamond Soul, similar to the Level 14 published version, but without the ability to spend ki to reroll a save. Level 15 was Quivering Palm, very similar to the ability in the Player’s Handbook, only instead of lasting over a number of days equal to the Monk’s level, and the target needing 1 saving throw to survive, you have to force at least three CON saves. If the target fails all three, they die. The write up is a little vague as to what happens if the target makes a save. One interpretation is that they must continue making saves until the monk no longer forces saves. Level 16 provided Timeless Body, almost the same as the Level 15 PHB version. Only there, it says you still age, and can still die of old age, while in the playtest it looks like you’re effectively immortal. Level 17 is Tongue of Sun and Moon, which is the same as the Level 13 PHB ability. Level 19 is Empty Body, the same as the Level 18 PHB ability, but without astral projection. Level 20 is Perfect Self, but ENTIRELY different from the published version. There, you simply gain 4 ki points when you roll initiative with no ki points. In the playtest, all your ability scores lower than 20 become 20(!).</p><p></p><p>So that’s the Monk. As you can see, a good deal of it was there in the earliest playtests. They would eventually have to revise how Ki worked, add a few more abilities, and rework the Monastic Traditions.[/sblock]</p><p></p><p>[sblock=Rogue]The Rogue got a pretty thorough revision here. The Rogue presented a conundrum early in the playtest, and it revolved around one simple issue: Backgrounds (and thus Skills) were intended to be optional. So the issue was, how do you give the Rogue their traditional Thieves’ Skills, in a way that works whether a particular game is using skills or not. The earliest, and IMO most elegant solution, was to provide Rogues with a Class Feature Background that gave them Thief (or similar) skills. If a game is using Skills, the Rogue has more. If the game is not using Skills, then the Rogue has a unique Skill system, similar to early, pre-NWP D&D. However, it seems like this was not a popular design choice. Perhaps people who used Skills didn’t feel like it was very interesting to just have more Skills. Maybe people who didn’t use Skills didn’t like having to familiarize themselves with Skills anyway to play and run Rogues. Maybe it was both. At any rate, they tried a number of different Rogue designs, and this was one of them that didn’t last, although I think it ultimately informed where they went with the class.</p><p></p><p>So first some housekeeping changes: Rogues gained proficiency in medium armor, and their weapon proficiencies went from Basic, Finesse, and Missile Weapons, to Simple Weapons, the hand crossbow, light crossbow, long bow, long sword, rapier, and short sword. In perhaps a sign of things to come, Rogues’ proficiency in thieves’ tools was moved from a class feature to a line item for Tool Proficiencies underneath Weapon Proficiencies.</p><p></p><p>With the change in how special Rogue skills was presented, Rogue Maneuvers were removed, with the Expertise feature becoming Combat Expertise, working like it does with Clerics: purely for damage unless a feat provides maneuvers. The Rogue’s Martial Damage Dice and Martial Damage Bonus were the same as the Fighter’s. Skill Mastery returned as a class feature, instead of rolling all Expertise Dice and taking the highest result, now they roll their Skill Die twice and take the higher result.</p><p></p><p>For Rogue Schemes, the Enforcer was replaced with the Assassin, and the Treasure Hunter was added. Each Rogue Scheme gave you 4 skills, a bonus feat, a Rogue Talent, and a list of suggested Skill Tricks. The Rogue Talents were Artful Dodger (impose disadvantage on attack as a reaction), Assassinate (make an attack on an unsuspecting target without disadvantage or advantage, if you hit maximize damage, if they fail a CON save, double the damage), Slippery Target (if target misses you with melee attack, use your reaction to make them roll to hit against another target within reach), and Sneak Attack (attack with advantage and no disadvantage, if hit double Martial Damage Dice).</p><p></p><p>Skill Tricks operated much like Rogue Maneuvers did, with some key differences. They keyed off of the Skill Die, which was an unlimited resource. Also rather than each Scheme providing maneuvers, Schemes merely recommended Skill Tricks, with the player choosing a la carte. Rogue Maneuvers were heavily combat-oriented, while Skill Tricks were correspondingly non-combat oriented. The Tricks were </p><p>Charming Presence (spend skill die when making a CHA check to influence someone with charm or diplomacy; if successful, target is charmed), </p><p>Climb Sheer Surfaces (roll skill die to increase climbing speed), </p><p>Detect Noise (spend skill die to get detailed information within 30 feet of barrier, and remove disadvantage on an attack against an invisible creature), </p><p>Display Deadliness (after killing enemy, use skill die to intimidate hostile creatures within 10’ of you), </p><p>Distract (contest CHA vs WIS of target; if they fail they have disadvantage on all attacks other than against you), </p><p>Feint (contest CHA vs WIS of target; if they fail all attacks against them have advantage until the end of your next turn), </p><p>Gilded Tongue (reroll CHA check and keep either result), </p><p>Great Fortitude (use reaction to add skill die roll to STR or CON save), Iron Will (use reaction to add skill die roll to WIS or CHA save), </p><p>Master Linguist (spend skill die to make DC 15 INT check to understand another creature), </p><p>Mimic (spend skill die to expertly mimic a creature’s voice, mannerisms and quirks), </p><p>Poison Use (when you apply poison to a weapon, roll skill die and add result to Save DC of the poison), </p><p>Quick Reflexes (add skill die to initiative, or spend it to not be surprised), </p><p>Read Lips (spend skill die and make DC INT check to read lips), </p><p>Superior Footwork (add skill die to movement, or spend it to avoid being knocked prone), </p><p>Taunt (contest CHA vs WIS of target, if they fail they must move toward you), </p><p>Trap Sense (advantage on saves vs traps, disadvantage on trap attacks against you, and trap damage can be reduced by skill die), </p><p>Tumble (add skill die roll to AC vs OA while moving), </p><p>Unassuming Threat (add skill die roll to AC as reaction), </p><p>Unflappable (spend skill die to cancel disadvantage on CHA check), </p><p>Use Magic Device (spend skill die to make DC INT check to use a magic item you normally can’t use), </p><p>Vanish (spend skill die to move up to speed before hiding), and </p><p>Vault (add skill die roll to jump distance).</p><p></p><p>Other class features are Uncanny Dodge at Level 4 (add skill die roll to DEX save), Evasion at Level 8 (just like published version) and Ace in the Hole at Level 11 (Turn a failed attack or check into a success once per day, similar to the published version’s Stroke of Luck).</p><p></p><p>The Rogue would be overhauled two more times before arriving at a design similar to the published version. However, this iteration was one big step in that direction, I think, in that it showed them that they could do Thieves’ Skills in a way <em>separate</em> from the Skill system.[/sblock]</p><p></p><p>[sblock=Wizards]After the brief foray with Level-0 spells, the Wizard settles down into essentially the finished design. All that was left was a few tweaks and expansion of the other schools.</p><p></p><p>Like the Cleric, the Wizard’s spell slot tables were revised, and Arcane Magic became Spellcasting, acting very similar to Clerical Spellcasting. Wizards can only prepare Level + 1 spells, which maps exactly to the number of spell slots they get at each level.</p><p></p><p>Class features are essentially the same as the previous packet: Spellcasting, Tradition of Wizardry, and Wizardly Knowledge. The Traditions are the same, although now they have new names: the Academic becomes Scholarly Wizardry, Battle Magic becomes School of Evocation, and Illusion becomes School of Illusion. Each Tradition gets Cantrips and two other special features. No Tradition has Signature Spell any longer.</p><p></p><p>Wizards of the Scholarly Wizardry Tradition get four cantrips of their choice. Spell Preparation lets them prepare 1 extra wizard spell for each level of spell they can cast, a bit of a bump over the previous packet’s Spell Mastery feature. Spell Research lets them start with an extra spell in their spellbook, and get two new spells in their spellbook when they level up, instead of just one. The also get Ritual Caster, which unlike the standard Ritual Spellcasting ability, allows them to cast any ritual spell in their spellbook, not just the ones they have prepared. In the finished game, this is a distinction between Wizard ritual casting, and that of Clerics, Druids, and those with the Ritual Caster feat.</p><p></p><p>Wizards of the School of Evocation get one evocation cantrip and two others of their choice. Spell Tactician is the same as in the earlier packet. They also get Scion of the Inner Plane, letting them gain resistance to, and additional damage for, one damage type from among acid, cold, fire, lightning, or thunder.</p><p></p><p>Wizards of the School of Illusion, like those of Evocation, get one specialized illusion cantrip, and two others of their choice. Arcane Deception has changed from more control over Minor Illusion to a greater DC to save against their illusion spells. They also get Detect Illusions, which gives them advantage on rolling to disbelieve, and they automatically detect the presence (but not the location) of invisible creatures.[/sblock]</p><p>[/sblock]</p><p></p><p>[sblock=Maneuvers]Monk maneuvers were added to the November packet. They got a mix of Fighter maneuvers (Deadly Strike, Mighty Exertion, and Whirlwind Attack), Rogue maneuvers (Controlled Fall, Defensive Roll, and Iron Will), maneuvers common to all three classes (Danger Sense, Lightning Reflexes, Spring Attack, Tumbling Dodge, and Vault), and then some unique only to Monks (Deflect Missiles, Flurry of Blows, Hurricane Strike, Iron Root Defense, and Step of the Wind).</p><p></p><p>However, with the December packet, Rogue Maneuvers were removed in favor of Skill Tasks, so the Maneuver List was revised. Now there’s General Maneuvers (Bull Rush, Precise Shot, Rapid Shot, and Trip), Fighter Maneuvers (Composed Attack, Defensive Roll, Disarm, Glancing Blow, Lunge, Opportunist, Protect, Shove Away, Spring Attack, Volley, and Whirlwind Attack), and Monk Maneuvers (Controlled Fall, Deflect Missiles, Flurry of Blows, Hurricane Strike, Iron Root Defense, Step of the Wind, and Whirlwind Attack).</p><p></p><p>Looking at the maneuvers, I’m struck at how they almost always point to something that’s in the finished game, but are almost always more fiddly than the finished mechanic, and pretty much always give you a choice of doing A Cool Thing, or Deal More Damage. Hurricane Strike is a good example. Spend a die to do damage as normal, but if the target fails a STR save, they get knocked back. Or Deflect Missiles: When hit with a ranged weapon attack, you use a reaction to spend one or more martial damage dice, roll all the dice you spend, add up the total, and reduce the damage by that much. If the total damage becomes 0, you catch the missile. If caught, you can then spend another die to throw it back at your attacker in the same reaction, but if it’s a piece of ammunition, range and damage is halved. Keep in mind that you only ever get a maximum of 6d6 martial damage dice, which refresh after a long rest, so pulling this trick off more than once a day is tough even at high levels.</p><p></p><p>Compared with the finished version: When hit by a ranged weapon attack, you use your reaction, roll 1d10 + Dex mod + Monk level and reduce the damage by that much. If the damage total is 0, you catch it and can spend a ki point to throw it back, and the missile acts as a monk weapon, allowing you to use your Martial Arts damage. That’s just so much more elegant. You’re 3rd level when you get the ability, which means that if you figure a decent Dex of 16, that’s already 1d10 + 6. You can use it every round, and you’ve got a good chance of catching it. And you’ve got 3 ki points at 3rd level, which refresh on a short rest, so you can pull the “catch-and-release” multiple times in a multiple fights over the course of a day.</p><p>[/sblock]</p><p></p><p>[sblock=Backgrounds]The Backgrounds and their contents remained unchanged from the previous packet. Skills were also unchanged. The big change was that the Skill Bonus (from +1 to +7) was changed into Skill Dice. Skill Dice started out at 1d4 at Level 1, became 1d6 at Level 2, 1d8 at Level 7, 1d10 at Level 12, and 1d12 at Level 17. Skill Dice stayed in the game, with a few tweaks, for a looong time. They were finally removed in the August 2nd, 2013 packet, six packets later.</p><p>[/sblock]</p><p></p><p>[sblock=Specialties]Specialties got a major overhaul. The “Specialist” names were abandoned in favor of names such as “Ambusher”, “Hedge Magician”, and the like. The number of specialties was also expanded, from 8 to 14. The new specialties seemed almost all combat oriented, or really targeted to specific classes. The Specialties were Ambusher (formerly Lurker and then Ambush Specialist), Defender (formerly Guardian, returned after going missing for a packet), Expert (formerly Jack-of-All-Trades, and then Skill Specialist), Hedge Magician (formerly Magic-user, and then Arcane Magic Specialist), Metamagician (totally new), Mystical Healer (formerly Acolyte, and then Divine Magic Specialist), Polearm Master (totally new), Reaper (totally new), Sharpshooter (formerly Archer, returned after going missing a packet), Skirmisher (totally new), Skulker (formerly Lurker, and then Stealth Specialist), Survivor (formerly Endurance Specialist), Swashbuckler (totally new), and Two-Weapon Fighter (formerly Dual Wielder, returned after going missing for a packet). The herbalism based healer (Healer in Aug. packet, Herbalism Specialist in Oct. packet) did not return, nor did the Necromancer or the Investigation Specialist.</p><p></p><p>Each specialty came with four unique feats, for levels 1, 3, 6, and 9. There was no doubling up of the feats by different specialties. And this was pretty much how it went, with <em>very</em> minor tweaks, for most of the rest of the playtest. They never got around to designing feats for level 11 and above. From this packet until the August 2013 packet, the Specialties and Feats document barely changed. I suspect that eventually they realized that trying to design flavorful chains of 9 feats for 14 specialties, that remained decently balanced enough for a la carte selection, was pretty work intensive for what was meant to be an optional system. Perhaps they could have gotten around to it if the Rogue and Fighter didn’t need complete redesigns. At any rate, this was as far as “Specialties” design went. Eight months later, they’d go to the chunky feats we know from the published game.</p><p>[/sblock]</p><p></p><p>[sblock=Pre-gens]Same group as the previous packet, rebuilt in accordance with the new rules. Not much to say, here.</p><p>[/sblock]</p><p></p><p>[sblock=The Mud Sorcerer’s Tomb]Caves of Chaos, Reclaiming Blingdenstone, and the Isle of Dread were included in the packet, but still in their old forms. The new adventure, the Mud Sorcerer’s Tomb was now only one in compliance with the new playtest rules. The Mud Sorcerer’s Tomb was an adventure for four 14th-level characters. It was originally written by Mike Shel for Dungeon 37 (Sep/Oct. 1992), and then revised for 3e in Dungeon 138 (Sep. 2006). The Mud Sorcerer’s Tomb is a puzzle dungeon much in the vein of Tomb of Horrors (though perhaps not so deadly). So this was really a kind of trifecta of nostalgia: a 1st Edition style dungeon that was published during the heyday of 2nd Edition and revised and published again during the Paizo Dungeon years.</p><p></p><p>The Next version was adapted by Chris Perkins, and while it’s rewritten and reformatted to fit WotC’s current style, it seems to be a pretty faithful version of the original. Perhaps a little more player friendly. In the original, players must bring their own illumination, but in this version, the whole tomb is alit with a bluish ambient magical light that provides dim light. I don’t know how the contents were changed or presented exactly in the 3e version, but this version does include the color map by Robert Lazzaretti and color illustrations by Mike Franchina that accompanied that version.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Iosue, post: 6686342, member: 6680772"] The next packet, released November 13, 2012, introduced the Monk. But everything else remained the same as the October 29 packet, and the design of the Monk was not especially different in the next packet, so we’ll skip November 13 and go straight to December 17. The December 17 packet was one of those big overhauls, where every file was changed. The packet had 23 files, the same 17 files and 5 pre-gens as in previous packets, plus a new adventure for 14th level characters: The Mud Sorcerer’s Tomb. Big changes in this packet included the introduction of Skill Dice, and character rules for up to Level 20. Strap in folks, because this post is looooong. As I type this in Word, we’ve reached 14 pages. Make a nice half-caff latte, make sure the kids are out of the house, and take your time. On with the show! [sblock=How to Play]The first noticeable change is the addition of falling damage. Pretty straightforward and like most versions of D&D: 1d6 for every 10 feet fallen, to a maximum of 20d6, mitigated by landing in water. Opportunity Attacks were slightly tweaked: forced movement doesn’t trigger them. Escape a Grab is removed from the Actions list, and Grab is replaced by Grapple. The Grappling rules are expanded, looking very similar to the finished version, except that the Grappled and Restrained conditions are basically explained in the Grapple rules. Attacking without proficiency now gives you Disadvantage. Two-Weapon Fighting is revised, looking a little bit closer to their finished version: you make two attacks, with a -2 to both attack rolls, and don’t add your damage bonus to the light weapon. Critical Hits are revised again: now they do maximum damage, plus an additional damage roll (without bonus). Damage type is laid out for the first time. It was present all through playtest, but only mentioned in passing when talking about a particular weapon, spell, or ability. Here they are listed and explained: Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, and Thunder. The Death Save system is slightly changed so that a natural 20 gives you 1 hp. Casting in Armor rules have been added. If you are proficient in the armor you are wearing you can cast a spell, but if you are not proficient, you are too distracted and physically hampered. Cantrips return to the playtest as a distinct thing. The gold piece cost for casting rituals was removed. [/sblock] [sblock=DM Guidelines]DCs were revised to something very close to what we have in the finished game: Trivial DC 5, Easy DC 10, Moderate DC 15, Hard DC 20, Very Hard DC 25, Formidible DC 30, and Nearly Impossible DC 35. The “Ignoring the Dice” section was set apart as a sidebar. The sample DCs in the abilities section were very slightly tweaked, e.g., breaking chains or manacles went from Very Hard (DC 19) to Formidable (DC 30), but for the most part they are the same, now in line with the new DC numbers. Combat Encounter Building was tweaked some more, and a new guideline for large numbers of monsters was added: if characters are outnumbered 2 to 1, the difficulty moves up a step. Outnumbered 3 to 1, and the difficulty goes up two steps. This would stay the same throughout the playtest, but in the finished game, enemies were given an XP multiplier based on their raw numbers. [/sblock] [sblock=Equipment]Padded, hide, studded dragon leather, and mithral shirt, chain and plate armors were added to the armor list, but the other armors remain the same. The distinct melee and missile weapon categories were combined into one list: Simple, Martial, Special, and Ammunition. Finesse and Heavy were made into weapon properties, rather than distinct categories. A new property was Double, used with the Quarterstaff, Double axe, and Double sword, and so on. Basically, they had two damage values, a primary one, and a secondary one. Characters could use these weapons as if two weapon fighting. The Light, Loading, and Versatile properties were also added, working as they do in the current game. Weapon groups such as Axe, Sword, Dagger, and the like, were removed. The previous Special Weapons (crossbow and lance) were replaced with the blowgun, bolas, net, spiked shield, and whip. Masterwork weapon rules were removed. Adventuring equipment was largely the same, except the Ritual Component Pouch was removed. [/sblock] [sblock=Magic Items]Magic Items are the same as the previous packet, just slightly differently formatted. [/sblock] [sblock=Bestiary]The bestiary was much expanded, with many classic creatures such as the beholder, lich, rust monster, and vampire added. Demons, dragons, giants, and golems had their rosters expanded. According to the Read First file in the playtest packet, much of the monster math such as AC, HP, and damage was also revised. The bestiary went from 54 pages to 95, with about 150 entries. Some of the additions came from the Mud Sorcerer’s Tomb adventure. [/sblock] [sblock=Character Generation]“Record Skill Die” was added to the Character Generation process. The character advancement table was completely revised, with new XP requirements for each level, and the skill die replacing the Skill Bonus levels.[/sblock] [sblock=Races] [b]Dwarves[/b] – Some new weapons from the equipment list are added to the Dwarven Weapon training feature. [b]Elves[/b] – The High Elf’s cantrip ability was slightly rewritten to account for the return of cantrips. [b]Halflings[/b] – No change from previous packet. [b]Humans[/b] – No change from previous packet. [/sblock] [sblock=Classes]Major overhauls of all classes this time around. All classes now go up to Level 20. One major change is that all classes, with the exception of the wizard, get Martial Damage Dice, and a Martial Damage Bonus. Martial Damage Dice are basically the same as Expertise Dice. You can roll them for extra damage or spend them on maneuvers. Martial Damage Bonus is a once-per-turn straight bonus to damage. [sblock=Cleric]Previously, Clerics had proficiency in all Armor and Shields. Now, the base class has no proficiency in armor or shields; such proficiencies are provided by the Cleric’s deity. Channel Divinity makes a comeback, available once a day at Level 1, twice a day from Level 2 to Level 4, thrice a day from Level 5 to Level 7, four times a day from Level 8 to Level 13, and finally five times a day from Levels 14 to 20. The nature of the Channel Divinity differs based on the Deity. Divine Magic is now Spell Casting. Previously, Clerics could only prepare as many spells as they had spell slots to cast, with domain spells always prepared. Now this is 1 + Cleric level, but with the new spell progression table, this works out to the same thing. One class feature that I think I forgot to mention previously is Battlefield Concentration, which means Clerics do not have to save to maintain Concentration when taking damage. Previously some Cleric spells (e.g., Bless, Cure X Wounds) were classified as Words of Power, meaning the Cleric could cast them with a few words, and still take another action. These were removed from the Cleric’s description, but confusingly, some spells are still listed as words of power. [sblock=Deities]The Arcanist is included as new Deity. Examples of Arcanist deities include Hecate, Isis, Odin, Freya, Mystra, and the moon gods of Dragonlance. Arcanist clerics get no armor proficiencies, but they get the mage armor cantrip, plus two others they can choose from the cleric or wizard list. Their Channel Divinity powers are Channel Magical Might (impose disadvantage on a Save vs. one of your spells), and Channel Spell Energy (cast your 1st level domain spell without using a slot). Domain spells are one spell chosen from the wizard list for each level that the cleric can cast. Their Disciple of Magic feature also lets them use magic items normally restricted to wizards. The Lifegiver is much the same as before. Level 0 spells Cure Minor Wounds and Resistance are replaced by the Cure Minor Wounds cantrip and one of the player’s choice. Channel Divinities are Channel Positive Energy (fancy term for Turn Undead that can double as a healing spell) and Channel Regrowth (reduces damage by 10 as a reaction). No armor or shield proficiencies! With the Lightbringer, at-will spells Cure Minor Wounds, Light, and Lance of Faith are replaced with the lance of faith cantrip and one more of your choice. Channel Divinities are Channel Positive Energy and Channel Radiance (unleash divine radiance when casting a domain spell; each creature of your choice within 10 feet takes 2d6 radiant damage, CON save for half damage). The Disciple of the Sun feature is changed from optional radiant damage to a Lance of Faith as a reaction to an attack against you, or in place of a melee opportunity attack. No armor or shield proficiencies! With the Protector, the Cleric finally gets proficiency in all armor and shields. Their cantrip is Resistance and one other, replacing Resistance and Cure Minor Wounds Level-0 spells. In lieu of a party bonus to initiative, the Disciple of the Protector feature provides proficiency in martial weapons. Channel Divinities are Channel Positive Energy and Channel Shelter (as a reaction, reduce damage by 10 when taken by an ally within 30 feet of you). Another new Deity is the Reaper, the god of death. Again you get proficiency in all armor and shields, the Chill Touch cantrip plus another, proficiency with martial weapons as a Disciple of Death, and your Channel Divinities are Channel Negative Energy (deal 2d6 necrotic damage to each living creature within 30 feet, CON save for half damage, or heal an undead creature), and Rebuke Undead (charm an undead creature for 1 hour). Another new addition is the Stormcaller, with Zeus and Thor namechecked. You get proficiency in all armor and shields, the shocking grasp cantrip plus one other, and your Disciple of Storms features gives you proficiency in a weapon of your choice, typically the one favored by your Deity. Channel Divinities are Channel Storm’s Fury (unleash 2d6 damage thunderclap when you hit with a melee attack) and Channel Wrath (deal 2d10 extra damage on a successful hit). The Trickster now gives you proficiency with light armor. You know the Minor Illusion cantrip, and Disciple of Trickery gives you two skills of your choice from Bluff, Disguise, or Sneak, as well as proficiency with martial finesse weapons, and simple and martial ranged weapons. Channel Divinities are Channel Deception (become invisible for a turn), and Channel Trickery (cast a Mirror Image spell). The Warbringer gives you proficiency in all armor and shields and Disciple of the Warbringer gives it for all martial weapons, natch. Cantrips are Cure Minor Wounds and one other. The Channel Divinities are Channel Strength (get advantage on a Strength melee attack or Strength check) and Channel Wrath.[/sblock] Clerics don’t get Combat Expertise until 6th level. They get their first Weapon Attack Bonus (+1), and a d6 Martial Damage Die. They can’t trade it in for maneuvers unless they take a feat that provides them, though. At 18th level, they get a +5 Martial Damage Bonus that does not improve. The Cleric Spells per Day table returns to the same progression as the August packet, though now of course expanded to 20 levels. As alluded above, the number of slot always equals 1 + the Cleric’s level, and is a little more stingy than the final table eventually published. At Level 20, the Cleric has 3 first level spell slots, 2 slots for spell levels 2-5, and 1 slot for spell levels 6-9.[/sblock] [sblock=Fighter]Wow, after that thorough re-visioning of the Cleric (including giving the Cleric and other classes a taste of the Fighter’s Combat Expertise feature), you must be excited to hear about the incredible new redesign of the Fighter, right? Well, you can imagine our lamentations when we scrolled down and found…the Fighter was fundamentally the same. The Martial Damage Dice was bumped up to 1d6 at first level, and given a slightly more generous progression, although instead of progressively increasing die size (d4 to d6 to d8 to d10…), only the number of d6s are increased, from 1d6 at first level to 6d6 at Level 20. Furthermore, the Fighter’s Weapon Attack Bonus was nerfed. Previously it started at +3, and had increased to +5 by Level 9. Now it started at +1 and topped out at +5 at Level 19. Now, everyone’s Weapon Attack Bonus took a hit, and the progression was the same as the Cleric’s and Wizard’s Spellcasting Bonus, but by the same token, it was the same as the Monk’s and Rogue’s Weapon Attack Bonus. Now, this clearly presages the creation of proficiency, while at the time Mearls and Crawford said that these Weapon Attack Bonuses were essentially placeholders until the final revision of math. But at the time, it was just depressing, as a Fighter player. Fighting Styles remained essentially the same. The Sharpshooter was renamed the Marksman, and the provided maneuvers were tweaked a bit, but there was nothing new here. The one new feature Fighter’s got was the Parry, but this was basically the Parry maneuver given to the class as a whole rather than as part of the Protector and Veteran Fighting Styles. The Extra Attack feature was replaced by the Combat Surge, received at Level 11 rather than Level 6. It went from being once per round on the Fighter’s turn to once per day, with additional Surges received at Levels 14, 17, and 20. The result of any Martial Damage Die used with a Surge was doubled. This was depressing just looking back on it. I checked the L&L’s of the time to see what Mearls was saying about the Fighter and found these quotes: Which was like, eh, Parry ain’t gonna cut it. But even more amazing was that despite saying it would not be tied to Expertise, the one in the playtest was very much tied to Expertise. The Fighter would remain unchanged until the March 21, 2013 packet, when it was entirely redesigned into something quite different from what had come previously, and quite different from what it would eventually become.[/sblock] [sblock=Monk]So the Monk. As noted before, the Monk had the same Weapon Attack Bonus, Martial Damage Dice, and Martial Damage Bonus as the Fighter. At this time in the playtest, all classes still provided an ability score adjustment, and the Monk’s was to either Wisdom or Dexterity. Starting HP was 8 plus CON mod, and HD were d8. Like their published counterparts, they got no armor or shield proficiencies. Weapon proficiencies were limited to the club, dagger, handaxe, light crossbow, longspear, quarterstaff, sling, and spear. At first Level, the Monk got Combat Expertise (just like the Fighter, with Monk-specific maneuvers coming at Level 1, 4, 7, and 10), Ki, Mindful Defense, Monastic Training, Monastic Tradition, and Way of the Fist. Let’s look at each feature. Ki – Unlike the short/long rest based point system of published 5e, Ki in the playtest worked on a daily schedule, going from once a day at Level 1 to six times a day at Level 17. Ki Abilities were entirely died to your Monastic Tradition, unlike in the final version, which has base class ki abilities. Mindful Defense – Exactly the same as Unarmored Defense. Monastic Training – Extra skills for the Monk, such as Balance, Climb, and other skills similar to Thief skills. In published 5e, every class would provide a set of skills for a character, so this was subsumed into that. [sblock=Monastic Tradition]Four traditions were provided: the Path of Mercy, the Path of the Phoenix, the Path of the Four Storms, and the Path of Stone’s Endurance. The unusually named Path of Mercy focused on first disrupting an enemy’s ability to attack, and then quickly putting them down if they persist: “If their enemies persist in violence, the initiates of mercy believe that a swift, painless death is the best recourse for those who can’t see the wisdom of peace.” Basically, though, it’s the same as the Way of the Open Hand. At 1st level this Path provided the Stunning Strike ability (a bog-simple version of Open Hand Technique), at 5th level you got Wholeness of Body (works similar to the published version, but weaker and repeatable), and at 8th level you got Heart-Stopping Strike (in concept the same as Quivering Palm, but expressed as merely doing maximum damage with an unarmed attack). The Monk released in the previous packet was the first 10 levels of a Path of Mercy Monk. The Path of the Phoenix was basically a fire-themed Monk. They got Flames of the Phoenix, a 15-foot cone that did 2d6 + monk level of damage (DEX save for half), Fiery Soul (fire attack as a reaction to being hit by a melee attack, equal to 5 + monk level (CON save for half), and Vengeful Flame (when reduced to 0 hit points or killed, use ki to engulf three creatures within 50’ of you in flames that do 20 fire damage, plus 20 fire damage for each unexpended use of ki you still have). The Path of the Four Storms – Not unlike a Way of the Four Elements Monk, but focused on wind and storms. The Ki Abilities provided were Warrior’s Gale (use ki to fly up to 40 feet), Hurricane Defense (after an attacker misses, use a reaction to hurl them away up to 30 feet, causing 3d6 bludgeoning damage, STR save to resist), and Vortex Punch (after a successful hit, use ki to create a vortex in a 50’ line that causes 2d6 force damage and pushes them up to 30 feet in the direction of your choice, STR save to resist). The Path of Stone’s Endurance – As the Four Storms Monk is to air, this Monk is to Earth. Its Ki Abilities were Grasp of Stone (use Ki to grapple; if successful, your unarmed attacks hit automatically, although your opponent has advantage on all melee attacks against you), Stone’s Defense (as reaction, use ki to reduce damage from an attack to 0), and Touch of Stony Doom (upon a successful hit, use ki to make opponent’s flesh brittle; if they fail a CON save, they are vulnerable to bludgeoning damage for 1 minute).[/sblock] Way of the Fist – A waaay simplified version of Martial Arts. Your unarmed strike works as a finesse weapon that you have proficiency in, and does 1d6 bludgeoning damage. Unlike in Martial Arts, this did not scale with level, although Monks did receive Martial Damage Dice and Martial Damage Bonus. Finally, similar to the finished Monk, the base class provided new class features at various levels. At Level 2, this was Undaunted Strike, which was like 6th Level Ki-Empower Strikes of the published version. At Level 5, there was Purity of Body, like the 10th Level published version, but only gave immunity to disease, not poison. Level 7 was Clear Mind, the same as Stillness of Mind. Level 11 was Diamond Body, which gave immunity to poison. Level 12 was Abundant Step, a 30 foot teleport. Level 13 was Diamond Soul, similar to the Level 14 published version, but without the ability to spend ki to reroll a save. Level 15 was Quivering Palm, very similar to the ability in the Player’s Handbook, only instead of lasting over a number of days equal to the Monk’s level, and the target needing 1 saving throw to survive, you have to force at least three CON saves. If the target fails all three, they die. The write up is a little vague as to what happens if the target makes a save. One interpretation is that they must continue making saves until the monk no longer forces saves. Level 16 provided Timeless Body, almost the same as the Level 15 PHB version. Only there, it says you still age, and can still die of old age, while in the playtest it looks like you’re effectively immortal. Level 17 is Tongue of Sun and Moon, which is the same as the Level 13 PHB ability. Level 19 is Empty Body, the same as the Level 18 PHB ability, but without astral projection. Level 20 is Perfect Self, but ENTIRELY different from the published version. There, you simply gain 4 ki points when you roll initiative with no ki points. In the playtest, all your ability scores lower than 20 become 20(!). So that’s the Monk. As you can see, a good deal of it was there in the earliest playtests. They would eventually have to revise how Ki worked, add a few more abilities, and rework the Monastic Traditions.[/sblock] [sblock=Rogue]The Rogue got a pretty thorough revision here. The Rogue presented a conundrum early in the playtest, and it revolved around one simple issue: Backgrounds (and thus Skills) were intended to be optional. So the issue was, how do you give the Rogue their traditional Thieves’ Skills, in a way that works whether a particular game is using skills or not. The earliest, and IMO most elegant solution, was to provide Rogues with a Class Feature Background that gave them Thief (or similar) skills. If a game is using Skills, the Rogue has more. If the game is not using Skills, then the Rogue has a unique Skill system, similar to early, pre-NWP D&D. However, it seems like this was not a popular design choice. Perhaps people who used Skills didn’t feel like it was very interesting to just have more Skills. Maybe people who didn’t use Skills didn’t like having to familiarize themselves with Skills anyway to play and run Rogues. Maybe it was both. At any rate, they tried a number of different Rogue designs, and this was one of them that didn’t last, although I think it ultimately informed where they went with the class. So first some housekeeping changes: Rogues gained proficiency in medium armor, and their weapon proficiencies went from Basic, Finesse, and Missile Weapons, to Simple Weapons, the hand crossbow, light crossbow, long bow, long sword, rapier, and short sword. In perhaps a sign of things to come, Rogues’ proficiency in thieves’ tools was moved from a class feature to a line item for Tool Proficiencies underneath Weapon Proficiencies. With the change in how special Rogue skills was presented, Rogue Maneuvers were removed, with the Expertise feature becoming Combat Expertise, working like it does with Clerics: purely for damage unless a feat provides maneuvers. The Rogue’s Martial Damage Dice and Martial Damage Bonus were the same as the Fighter’s. Skill Mastery returned as a class feature, instead of rolling all Expertise Dice and taking the highest result, now they roll their Skill Die twice and take the higher result. For Rogue Schemes, the Enforcer was replaced with the Assassin, and the Treasure Hunter was added. Each Rogue Scheme gave you 4 skills, a bonus feat, a Rogue Talent, and a list of suggested Skill Tricks. The Rogue Talents were Artful Dodger (impose disadvantage on attack as a reaction), Assassinate (make an attack on an unsuspecting target without disadvantage or advantage, if you hit maximize damage, if they fail a CON save, double the damage), Slippery Target (if target misses you with melee attack, use your reaction to make them roll to hit against another target within reach), and Sneak Attack (attack with advantage and no disadvantage, if hit double Martial Damage Dice). Skill Tricks operated much like Rogue Maneuvers did, with some key differences. They keyed off of the Skill Die, which was an unlimited resource. Also rather than each Scheme providing maneuvers, Schemes merely recommended Skill Tricks, with the player choosing a la carte. Rogue Maneuvers were heavily combat-oriented, while Skill Tricks were correspondingly non-combat oriented. The Tricks were Charming Presence (spend skill die when making a CHA check to influence someone with charm or diplomacy; if successful, target is charmed), Climb Sheer Surfaces (roll skill die to increase climbing speed), Detect Noise (spend skill die to get detailed information within 30 feet of barrier, and remove disadvantage on an attack against an invisible creature), Display Deadliness (after killing enemy, use skill die to intimidate hostile creatures within 10’ of you), Distract (contest CHA vs WIS of target; if they fail they have disadvantage on all attacks other than against you), Feint (contest CHA vs WIS of target; if they fail all attacks against them have advantage until the end of your next turn), Gilded Tongue (reroll CHA check and keep either result), Great Fortitude (use reaction to add skill die roll to STR or CON save), Iron Will (use reaction to add skill die roll to WIS or CHA save), Master Linguist (spend skill die to make DC 15 INT check to understand another creature), Mimic (spend skill die to expertly mimic a creature’s voice, mannerisms and quirks), Poison Use (when you apply poison to a weapon, roll skill die and add result to Save DC of the poison), Quick Reflexes (add skill die to initiative, or spend it to not be surprised), Read Lips (spend skill die and make DC INT check to read lips), Superior Footwork (add skill die to movement, or spend it to avoid being knocked prone), Taunt (contest CHA vs WIS of target, if they fail they must move toward you), Trap Sense (advantage on saves vs traps, disadvantage on trap attacks against you, and trap damage can be reduced by skill die), Tumble (add skill die roll to AC vs OA while moving), Unassuming Threat (add skill die roll to AC as reaction), Unflappable (spend skill die to cancel disadvantage on CHA check), Use Magic Device (spend skill die to make DC INT check to use a magic item you normally can’t use), Vanish (spend skill die to move up to speed before hiding), and Vault (add skill die roll to jump distance). Other class features are Uncanny Dodge at Level 4 (add skill die roll to DEX save), Evasion at Level 8 (just like published version) and Ace in the Hole at Level 11 (Turn a failed attack or check into a success once per day, similar to the published version’s Stroke of Luck). The Rogue would be overhauled two more times before arriving at a design similar to the published version. However, this iteration was one big step in that direction, I think, in that it showed them that they could do Thieves’ Skills in a way [i]separate[/i] from the Skill system.[/sblock] [sblock=Wizards]After the brief foray with Level-0 spells, the Wizard settles down into essentially the finished design. All that was left was a few tweaks and expansion of the other schools. Like the Cleric, the Wizard’s spell slot tables were revised, and Arcane Magic became Spellcasting, acting very similar to Clerical Spellcasting. Wizards can only prepare Level + 1 spells, which maps exactly to the number of spell slots they get at each level. Class features are essentially the same as the previous packet: Spellcasting, Tradition of Wizardry, and Wizardly Knowledge. The Traditions are the same, although now they have new names: the Academic becomes Scholarly Wizardry, Battle Magic becomes School of Evocation, and Illusion becomes School of Illusion. Each Tradition gets Cantrips and two other special features. No Tradition has Signature Spell any longer. Wizards of the Scholarly Wizardry Tradition get four cantrips of their choice. Spell Preparation lets them prepare 1 extra wizard spell for each level of spell they can cast, a bit of a bump over the previous packet’s Spell Mastery feature. Spell Research lets them start with an extra spell in their spellbook, and get two new spells in their spellbook when they level up, instead of just one. The also get Ritual Caster, which unlike the standard Ritual Spellcasting ability, allows them to cast any ritual spell in their spellbook, not just the ones they have prepared. In the finished game, this is a distinction between Wizard ritual casting, and that of Clerics, Druids, and those with the Ritual Caster feat. Wizards of the School of Evocation get one evocation cantrip and two others of their choice. Spell Tactician is the same as in the earlier packet. They also get Scion of the Inner Plane, letting them gain resistance to, and additional damage for, one damage type from among acid, cold, fire, lightning, or thunder. Wizards of the School of Illusion, like those of Evocation, get one specialized illusion cantrip, and two others of their choice. Arcane Deception has changed from more control over Minor Illusion to a greater DC to save against their illusion spells. They also get Detect Illusions, which gives them advantage on rolling to disbelieve, and they automatically detect the presence (but not the location) of invisible creatures.[/sblock] [/sblock] [sblock=Maneuvers]Monk maneuvers were added to the November packet. They got a mix of Fighter maneuvers (Deadly Strike, Mighty Exertion, and Whirlwind Attack), Rogue maneuvers (Controlled Fall, Defensive Roll, and Iron Will), maneuvers common to all three classes (Danger Sense, Lightning Reflexes, Spring Attack, Tumbling Dodge, and Vault), and then some unique only to Monks (Deflect Missiles, Flurry of Blows, Hurricane Strike, Iron Root Defense, and Step of the Wind). However, with the December packet, Rogue Maneuvers were removed in favor of Skill Tasks, so the Maneuver List was revised. Now there’s General Maneuvers (Bull Rush, Precise Shot, Rapid Shot, and Trip), Fighter Maneuvers (Composed Attack, Defensive Roll, Disarm, Glancing Blow, Lunge, Opportunist, Protect, Shove Away, Spring Attack, Volley, and Whirlwind Attack), and Monk Maneuvers (Controlled Fall, Deflect Missiles, Flurry of Blows, Hurricane Strike, Iron Root Defense, Step of the Wind, and Whirlwind Attack). Looking at the maneuvers, I’m struck at how they almost always point to something that’s in the finished game, but are almost always more fiddly than the finished mechanic, and pretty much always give you a choice of doing A Cool Thing, or Deal More Damage. Hurricane Strike is a good example. Spend a die to do damage as normal, but if the target fails a STR save, they get knocked back. Or Deflect Missiles: When hit with a ranged weapon attack, you use a reaction to spend one or more martial damage dice, roll all the dice you spend, add up the total, and reduce the damage by that much. If the total damage becomes 0, you catch the missile. If caught, you can then spend another die to throw it back at your attacker in the same reaction, but if it’s a piece of ammunition, range and damage is halved. Keep in mind that you only ever get a maximum of 6d6 martial damage dice, which refresh after a long rest, so pulling this trick off more than once a day is tough even at high levels. Compared with the finished version: When hit by a ranged weapon attack, you use your reaction, roll 1d10 + Dex mod + Monk level and reduce the damage by that much. If the damage total is 0, you catch it and can spend a ki point to throw it back, and the missile acts as a monk weapon, allowing you to use your Martial Arts damage. That’s just so much more elegant. You’re 3rd level when you get the ability, which means that if you figure a decent Dex of 16, that’s already 1d10 + 6. You can use it every round, and you’ve got a good chance of catching it. And you’ve got 3 ki points at 3rd level, which refresh on a short rest, so you can pull the “catch-and-release” multiple times in a multiple fights over the course of a day. [/sblock] [sblock=Backgrounds]The Backgrounds and their contents remained unchanged from the previous packet. Skills were also unchanged. The big change was that the Skill Bonus (from +1 to +7) was changed into Skill Dice. Skill Dice started out at 1d4 at Level 1, became 1d6 at Level 2, 1d8 at Level 7, 1d10 at Level 12, and 1d12 at Level 17. Skill Dice stayed in the game, with a few tweaks, for a looong time. They were finally removed in the August 2nd, 2013 packet, six packets later. [/sblock] [sblock=Specialties]Specialties got a major overhaul. The “Specialist” names were abandoned in favor of names such as “Ambusher”, “Hedge Magician”, and the like. The number of specialties was also expanded, from 8 to 14. The new specialties seemed almost all combat oriented, or really targeted to specific classes. The Specialties were Ambusher (formerly Lurker and then Ambush Specialist), Defender (formerly Guardian, returned after going missing for a packet), Expert (formerly Jack-of-All-Trades, and then Skill Specialist), Hedge Magician (formerly Magic-user, and then Arcane Magic Specialist), Metamagician (totally new), Mystical Healer (formerly Acolyte, and then Divine Magic Specialist), Polearm Master (totally new), Reaper (totally new), Sharpshooter (formerly Archer, returned after going missing a packet), Skirmisher (totally new), Skulker (formerly Lurker, and then Stealth Specialist), Survivor (formerly Endurance Specialist), Swashbuckler (totally new), and Two-Weapon Fighter (formerly Dual Wielder, returned after going missing for a packet). The herbalism based healer (Healer in Aug. packet, Herbalism Specialist in Oct. packet) did not return, nor did the Necromancer or the Investigation Specialist. Each specialty came with four unique feats, for levels 1, 3, 6, and 9. There was no doubling up of the feats by different specialties. And this was pretty much how it went, with [i]very[/i] minor tweaks, for most of the rest of the playtest. They never got around to designing feats for level 11 and above. From this packet until the August 2013 packet, the Specialties and Feats document barely changed. I suspect that eventually they realized that trying to design flavorful chains of 9 feats for 14 specialties, that remained decently balanced enough for a la carte selection, was pretty work intensive for what was meant to be an optional system. Perhaps they could have gotten around to it if the Rogue and Fighter didn’t need complete redesigns. At any rate, this was as far as “Specialties” design went. Eight months later, they’d go to the chunky feats we know from the published game. [/sblock] [sblock=Pre-gens]Same group as the previous packet, rebuilt in accordance with the new rules. Not much to say, here. [/sblock] [sblock=The Mud Sorcerer’s Tomb]Caves of Chaos, Reclaiming Blingdenstone, and the Isle of Dread were included in the packet, but still in their old forms. The new adventure, the Mud Sorcerer’s Tomb was now only one in compliance with the new playtest rules. The Mud Sorcerer’s Tomb was an adventure for four 14th-level characters. It was originally written by Mike Shel for Dungeon 37 (Sep/Oct. 1992), and then revised for 3e in Dungeon 138 (Sep. 2006). The Mud Sorcerer’s Tomb is a puzzle dungeon much in the vein of Tomb of Horrors (though perhaps not so deadly). So this was really a kind of trifecta of nostalgia: a 1st Edition style dungeon that was published during the heyday of 2nd Edition and revised and published again during the Paizo Dungeon years. The Next version was adapted by Chris Perkins, and while it’s rewritten and reformatted to fit WotC’s current style, it seems to be a pretty faithful version of the original. Perhaps a little more player friendly. In the original, players must bring their own illumination, but in this version, the whole tomb is alit with a bluish ambient magical light that provides dim light. I don’t know how the contents were changed or presented exactly in the 3e version, but this version does include the color map by Robert Lazzaretti and color illustrations by Mike Franchina that accompanied that version. [/sblock] [/QUOTE]
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