D&D 5E New Unearthed Arcana: Heroes of Krynn Revisited

WotC's Jeremy Crawford has announced a new Unearthed Arcana article today with redesigns from the prior Heroes of Krynn UA based on feedback, and in the following video he discusses that feedback and what's in the article:
  • New iteration of Kender based on feedback survey, due to mixed response. This time is a back to basics, aiming to capture 1E AD&D fearlessness, curiosity and taunting skills. Delve into their origins from Gnomes in deep history.
  • Kender are no longer fey creatures who grab objects from the Feywild
  • Tweaked Feats from prior article
  • Tweaked Backgrounds from prior article
  • Brand new rule giving a list of free Feats for ANY Background
  • Free Feat rule for Level 4 for all characters that doesn't take the ASI away, based on a curated list
  • Reveals that in the Adventure, healing magic is already back.
 

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I'd like to see 1-3 suggested feats for each background in the PHB instead of such a reduced menu.
Maybe they chose feats that are not very common on purpose?
I would prefer a general list that can be used by any background that does not specify a feat.
I think I liked the old Knight of S. abilities better.
i am kind of back and forth, they did have the merit of being simpler.
And that hapenned to "divine favour"?
Do you mean Divine Communications? I guess people were happy with it. If you mean Divine Favour, They made it more divine by taking out the wizard spells as an option.
I think it is better this way.
 

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I haven't been following DnD as much lately, but what is up with the push to make everything Fey?
No clue. Looking for new angles on things? The Feywild hasn't been explored that much, so I think they just wanted to do something different. Unfortunately, it completely threw out the origin and lore of the Kender species.

I could see setting it after the Summer of Chaos and allowing that weird little hammer space ability be a result of the influence of Chaos...that's a possibility. However, I have always maintained that the Kender Pouches ability should be something that the DM maintains/controls.
 

The manicheism in Dragonlance, and D&D multiverse, sounds too annoying for my own point of view. There is not a cosmic balance between good and evil, but the wickedness is the true "dissonance". The true harmony is the Natural Law. How can you explain your family being eaten by zombies in the name of the cosmic balance because the people from the valley of the happy pony are too good?

King-Priest was "good allegiance but evil aligment". He forgot some very important lessons, for example the respect for the human dignity and the ethical principles of the Natural Law. I can allow the trope of the preacher without mercy, but there is an abuse of this cliche for the last years and then it starts to become annoying, as if only certain children had to study that lesson.

And Torquemada was an innocent altar boy next with John Calvin did in Geneve.
 


Except that, by and large, the armor a creature is wearing has no bearing on the way that creature is played. Sure, there's something to be said about a person in jet black spiked plate and matching shield, but that's a serious outlier.
I mean, let's be honest. "How a creature is played" doesn't come up a lot of the time either. The players come in blasting, and "how a creature is played" is "they defend themselves and try to kill the people trying to kill them" a lot of the time.

Alignment for me is a quick short hand to a DM to remind them "this guy is one of the baddies" or "this guy is intended as an ally" or "this guy could go either way" or things like that. Deeper role playing cues are in the full description but those brief reminders can be helpful and take up almost no room in the statblock.
 

Aside from backsassing the gods, the Kingpriest comes off as exactly the same 3e Paladin I encountered over and over again.

"I am Good, you disagree with me, that means you are not good, so I must correct this with the edge of my sword."
Odd how despite encountering many 3e paladins, I never once met that guy.
 


I view alignment as part of the personality section next to ideal and flaw.
That's where I have it, too. And it's optional - not all campaigns use it, and not all characters.

For those times we do use it, I encourage the player to put a short statement of what the stated alignment means to that individual character - with the note that the way that character defines "good" may not match any other definition ever given...
 

It really doesn't. I think Mistwell actually misunderstood my point, actually.

-2 points to Ravenclaw for two uses of actually in one sentence.
If you want to know how a creature is played, as you just pointed out, the alignments aren't useful (because then a Lawful Good society could engage in child sacrifice[1]). Sure, earlier editions may have had a larger descriptions of what each alignment means--but that's both a greater description (which is what I was talking about) and doesn't really help in describing how this particular character is played. Nuitari is the Lawful Evil god of evil magic, but that doesn't explain what that actual means. Is some magic inherently evil, so that anyone who casts it risks becoming evil? Is it just types of magic that are evil but only because they encourage the user to perform evil acts, like creating zombies or mind controlling others? Is it any magic that has an evil result, so if you heal the serial killer who is nearly dead and send them out to murder again, does that act of healing count as evil magic?

No idea what you're talking about here. If the NPC statblock says LG, then I know that NPC is likely not intended as a combat-first encounter and I need to read the description more carefully. If it says CE then I know the NPC is likely intended as a bad guy. Either way, that's a meaningful shorthand which has some uses in my game. The LG is incredibly likely not someone who engages in child sacrifice, and I know of zero published adventures which would use that alignment to represent something like that in the adventure.

If YOU don't find that as helpful shorthand, that's cool. But those two little letters in the stateblock are helpful for me.

You want to say "the army's soldiers are mostly Neutral Evil" and use that as a shorthand way of saying "they will do their job but probably aren't going to be particularly honorable about it and may or may not take prisoners and may disobey orders if obeying them means their deaths" as opposed to a LE "will follow orders" or a CE "will commit war crimes" thing... OK. Whatever. But for an individual? An actual description of that character does more than an alignment ever could hope to.
Yes, which is why I say it's a broad short hand and not a full replacement for an entire description. It's a guidepost. Which has its uses as an organizational tool. Some people organize their DM prep without it, and some DMs like myself use it in their DM prep. If you don't use it, that doesn't make it not useful to others.

I can tell you with certainty that many professional writers for WOTC use it in THEIR adventure prep, and were none to please when it was wholesale removed from what they had written without notice at the last second. THEY thought it was something with utility.

But comparing alignment to AC is silly because the type of armor being worn doesn't actually mean anything like what alignment is supposed to mean. And also, AC isn't a shorthand for anything, because the number itself is what's important, not the type of armor. D&D doesn't do enough with different types of armor for the type of armor to be more important than the number it produces.

--

[1] And if sacrificing a child means the dread demon won't arise from the pit to devour the village, it might actually be a Lawful Good act.
The type of armor being warn is OFTEN more important to the adventuring party than whether than particular now deceased bad guy was sinister or sarcastic or plotting with some other minor NPC. Because it was valuable loot, and also might serve as a disguise to kill the next bad guy they encounter whose personality traits they also don't give a crap about and which fry nicely with a fireball.

Alignment is not a white-room issue. It's a commonly used tool which DMs use. It's far less about theory than utility. How you prep a game, what you do when you glance at a stat-block during a game, these are the things which are relevant to alignment. The theories about the corner cases of alignment can in theory mean are just not important to the practicalities of how it's used in actual games. If some DMs find it useful, then damn dude let them use it. DMing is hard enough as it is. Game prep takes enough time as it is. Adjusting to something the PCs did unexpectedly is hard enough as it is. Don't take away a DM tool because in theory you don't like how some corner cases could work out. Not unless you have a good short hand replacement in mind already.
 

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