OneDnD New UA one D&D play test document Dec 1st.


log in or register to remove this ad


Dausuul

Legend
I can, for sure, given the less nebulous nature of using those skills with the new proposed Study Action.
The Study Action clarifies which knowledge skills apply to what, and emphasizes that using a knowledge skill costs an action. But that's all. The actual benefits remain incredibly nebulous;
it doesn't give any sort of guidelines for what sorts of "important information" can be obtained, or the DC of the check, or anything. The value of this benefit is entirely DM-dependent, which is one of the things they say they're trying to move away from.

Contrast the Hunter's Lore feature (ranger subclass) from the last playtest packet, which lays out exactly what information you get.
 

Incenjucar

Legend
I like the ardling, but I think it would help to have a non-divine beast "species" in there to provide contrast. Alternatively, create a more build-your-own beast species that gives you options that include the divine element while also offering other ones. Maybe literally give them a choice between a mundane ability (maybe second head-specific option?), and then Arcane, Primal, or Divine versions of the flexible cantrip.

Kind of odd that the damage boost to unarmed attacks doesn't convert the damage to Slashing, too. Maybe let the player choose damage type at creation time.
 

FitzTheRuke

Legend
Divine Intervention is an odd choice when they called out that "Mother May I" is something that they're trying to remove from the game. That ability (while I love the story implications) is entirely up to the DM to decide what to do with. You know, if it ever happens, which will be almost never.

I'm afraid that I think it needs to be excised and replaced with something more boring, but more reliable.
 


mellored

Hero
Divine Intervention is an odd choice when they called out that "Mother May I" is something that they're trying to remove from the game. That ability (while I love the story implications) is entirely up to the DM to decide what to do with. You know, if it ever happens, which will be almost never.
It's basically a down time resurrection spell.
 



Charlaquin

Goblin Queen (She/Her/Hers)
  • I like the "Holy Order" mechanic--basically, the decision to be a "weapons cleric" or a "magic cleric" is no longer dependent on domains, it's a separate choice made at 2nd level. However, the scholar option feels incredibly underwhelming compared to the other two. Even allowing for the fact that it's much easier to get heavy armor training now, I can't imagine picking a few knowledge skill bonuses over a) heavy armor or b) rapid Channel Divinity recharge.
Note that the scholar not only gets two knowledge proficiencies, they can also add their Wis mod to checks with those proficiencies. That’s in addition to their Int mod. Depending on your stat spread, that’s potentially better than expertise. True, it is the only option of the three that doesn’t grant a combat benefit, but I do like that this fixes the problem of the party wizard having a better religion check than the cleric simply from having high Int.
 

Stalker0

Legend
Divine Intervention is an odd choice when they called out that "Mother May I" is something that they're trying to remove from the game. That ability (while I love the story implications) is entirely up to the DM to decide what to do with. You know, if it ever happens, which will be almost never.

I'm afraid that I think it needs to be excised and replaced with something more boring, but more reliable.
It should just be automatic, the 18th level capstone, and basically equivalent to wish.
 


It should just be automatic, the 18th level capstone, and basically equivalent to wish.

Th capstone is great... the level 11 ability is just a ribbon.

I think, t should be "roll under 3 times your level." This would go from 1/3 chance to 1/2 until it finally becomes automatic.
Or it should be roll under 30 and it increases by 10 at the 2 currently dead levels.
That would make it feel like taking a chance, not wasting a round.
 


rules.mechanic

Craft homebrewer
Th capstone is great... the level 11 ability is just a ribbon.

I think, t should be "roll under 3 times your level." This would go from 1/3 chance to 1/2 until it finally becomes automatic.
Or it should be roll under 30 and it increases by 10 at the 2 currently dead levels.
That would make it feel like taking a chance, not wasting a round.
Or d20 Test under proficiency bonus. Odds are a little better than the d100 under level but main thing is it allows Inspiration, Guidance etc to interact with it
 

UngainlyTitan

Legend
Supporter
Divine Intervention is an odd choice when they called out that "Mother May I" is something that they're trying to remove from the game. That ability (while I love the story implications) is entirely up to the DM to decide what to do with. You know, if it ever happens, which will be almost never.

I'm afraid that I think it needs to be excised and replaced with something more boring, but more reliable.
No leave it as is, unlike other mother may I things, this is totally in the lap of the DM. The other mother may I's put the onus on the player to ask permission to do something. This is on the DM to think of something cool
 

tetrasodium

Legend
Supporter
No leave it as is, unlike other mother may I things, this is totally in the lap of the DM. The other mother may I's put the onus on the player to ask permission to do something. This is on the DM to think of something cool
No I kind of agree with @FitzTheRuke. Divine intervention is one of those things that sound great in theory & on occasion even generate cool stories. The important part often overlooked is the constant "I want to try divine intervention" every session or two just to make an attempt where everyone sits on pins & needles waiting to see if bob gets a thing he's almost certain to not get.
 
Last edited:

Incenjucar

Legend
The randomness of Divine Intervention feels like it would be better served by a random spell slot equivalent.

Oh no I only got a 3rd level boon or even oh wow I got a level 12 boon because it's a flipping deity.
 

Tutara

Adventurer
Divine Intervention is an odd choice when they called out that "Mother May I" is something that they're trying to remove from the game. That ability (while I love the story implications) is entirely up to the DM to decide what to do with. You know, if it ever happens, which will be almost never.

I'm afraid that I think it needs to be excised and replaced with something more boring, but more reliable.

This absolutely baffled me, too. I like fluffy, open-ended abilities, but even I am not a fan of the current Divine Intervention and it seems pretty much the same, despite the whole 'Let's not make abilities GM dependent' conversation. I had a Cleric player in a campaign who managed to roll low enough to trigger it at level 11, and when it happened we both sat there, non-plussed. What happens? Deus ex Machina? The effect of any cleric spell seems a bit much when all the fighter gets is another attack every round.

In some systems, this wouldn't be a problem. But D&D is so tightly coiled around the idea of 'pull this trigger, get this effect' that the sudden permissiveness seems really out of place.
 

No its way stronger than a ribbon if you play in games with downtime. Take a month off, have 4 chances to basically cast wish...that's not nothing. Its a stupidly random ability....but its not nothing.

Ok. You are right. It is a ribbon in actual play and stupidly broken outside.

So it should have a real penalty attached. Probably: if the intervention granted is a spell with a costly material component, you need to make up for it.
Also, the downtime of the spell could be at least 2d6 days, but not before you go on a quest on behalf of your god...
 

An Advertisement

Advertisement4

Top