D&D 5E New D&D Next Packet Is Available

I have mixed feelings after reading the packet. On one hand, they've dropped a lot of things I disliked (such as the martial damage dice). On the other hand, this packet continues the trend of steadily increasing complexity.

In any case, at least we're trying some new ideas. Let's hope some of them hit it out of the park.

Cheers!
Kinak
 

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Druid: Circle of the Oak: Cantrips: You know the druidcraft cantrip . . . which has no description in the Spells.pdf file. Phooey!
How are we supposed to playtest that?

. . . and here I am replying to myself, o joy.

Well, at least "druidcraft" made it onto the "Druid Spells" list; but the other circle got it even worse: the Circle of the Moon druids automatically know the spare from dying cantrip, which not only has no description in the Spells.pdf file, it's not even listed at the top of that file in the Druid Spells list.

(They're just in a great hurry to head cross-country to PAX East, aren't they? Otherwise, they might have bothered to include the automatic Druid cantrips in the Spells file.)
 

Sneak Attack is really odd. Instead of requiring you to have advantage on your attack, it requires you to not have disadvantage, but then your attack automatically has disadvantage. I can't say I like this at all. Requiring advantage made a lot more sense to me, and automatically giving the rogue disadvantage means the rogue has to choose, either miss ALOT but do good damage when you do hit, or hit more often but miss out on SA damage. Most people will choose the former, but that means playing a rogue will be a lot of miss, miss, miss. Not fun.

Actually, I think it works out really well now, because (as mlund mentioned) all the rogues get a specific method for gaining Advantage each round. Thus... they have three ways they fight. They can Sneak Attack every round if they want, but they attack with Disadvantage. They can attack every round with Advantage if they want, assuming they are positioned the way their scheme requires. Or, they can attack normally and gain Sneak Attack damage by being in their Advantage position, and that Advantage gets negated by the SA's Disadvantage.

Thus... the Rogue now gets their Sneak Attacks just like they always did... except rather than getting the extra damage AND the bonus to the attack (like in previous editions), they get just the extra damage. The Rogue in combat doesn't become too overpowered compared to the Fighter.

I think it's actually a pretty clever idea.
 


I would say this is like reheated 3e-lite.

Except instead of putting it on for 2 minutes in the microwave, they pushed the extra 0 and it got cooked for 20.

And now it's irradiated crusty stuff stuck to the plate.

That's about my appetite level for this packet.
Heh, I lol'd (and concur), but couldn't XP. :)
 

Wizards can now recharge a spell during a short rest... once per day. What... why? Why not just give them an extra spell slot?

The idea is to promote Wizards actively using their spells versus saving them all for a tough encounter. Giving them an extra spell slot just lets them burn more spells during the "boss fight." Recharging means each encounter the Wizard is throwing at least one non-cantrip spell. It effectively gives the Wizard a "per Encounter"... er, "per Short Rest" spell of low level.
 


Here's a thought. Follow me down the road for a moment.

1. Druids can't cast spells in animal shape, but they can maintain concentration on any pre-cast spells.

2. Dire Beasts can do five times dice damage "when you roll damage for an attack". While implied, it's not quite 100% ironclad that this effect is limited to the natural attacks of the animal shapes.

3. Flame Blade has a duration of concentration, meaning it can be cast and carried over into animal shape. (See #1.)

4. Flame Blade does 10d6 damage per hit if you cast it with a 9th level slot.

Ergo, with a bit of creative interpretation, 20th level Druids can do 50d6 damage per round, with an accuracy of +14 to hit (+5 Wisdom, +5 Spellcasting Bonus, +4 Dire Beast bonus). I call it the Magmasaur build. You're welcome.

(Even if you disagree on the somewhat uncertain rules interpretation, the Dire Behemoth + Flame Blade can still make a Trample attack with a +14 bonus in a 40x10 line for 10d6 damage to every target it hits.)



PS: Flame Blade doesn't specify that the attacks you can make with it are melee attacks. Yes, Druidzilla can now breathe atomic fire.
 


. . . and here I am replying to myself, o joy.

Well, at least "druidcraft" made it onto the "Druid Spells" list; but the other circle got it even worse: the Circle of the Moon druids automatically know the spare from dying cantrip, which not only has no description in the Spells.pdf file, it's not even listed at the top of that file in the Druid Spells list.

(They're just in a great hurry to head cross-country to PAX East, aren't they? Otherwise, they might have bothered to include the automatic Druid cantrips in the Spells file.)

You think some missing cantrips is bad? Try finding Reverse Gravity (Druid spell) or Dispel Evil (Paladin spell). Or hey, what spell levels are Earthquake and Firestorm (both Druid spells)? Are you sure about your answer? Did you double-check?
 

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