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<blockquote data-quote="Phaezen" data-source="post: 6314216" data-attributes="member: 42839"><p>Taken from Chris Tulach's twitter feed</p><p></p><p>Bonus actions - you only get one per turn.</p><p></p><p>"Warlock and sorcerer are real things." </p><p></p><p>Warlock is a blend of 3E and 4E warlock. Has spell slots with scaling spells.</p><p></p><p>Sorcerers use sorcery points, and can use metamagic to modify spells. Can convert spell slots to sorcery points and back.</p><p></p><p>Wizard has more persistent ongoing spells, sorcerers and warlocks have more "fire and forget" spells.</p><p></p><p>Draconic sorcerer has transformational powers as well as dragon fear.</p><p></p><p>Talking now about different subclasses appeal to different edition playstyles - the Battlemaster fighter is an example. </p><p></p><p>Last three months have been polish. 900 changes made to the PH just from public feedback from alpha playtesters.</p><p></p><p>Mike on product releases. Starter set for Core+ WPN stores July 3, others on July 15. no character gen - Basic <a href="https://twitter.com/search?q=%23dnd" target="_blank">#dnd</a> for that. </p><p></p><p>Basic <a href="https://twitter.com/search?q=%23dnd" target="_blank">#dnd</a> (out in July) going to have player info and rules at first, expanding to MM and DMG materials a little later on. </p><p></p><p>"PH, MM, and DMG are more like advanced versions of the game."</p><p></p><p>Mike wrote a sidebar on THAC0 for the DMG! DMG will be more like a "hackers guide" to the game.</p><p></p><p>Monster stat blocks will reference spells, but otherwise should be self contained.</p><p></p><p>talking about process of change for the game. Using constant specific feedback from the community to adjust. </p><p></p><p><a href="https://twitter.com/search?q=%23dnd" target="_blank">#dnd</a> will be more of a living game and a conversation rather than Wizards dictating what the game should be.</p><p></p><p>Starting next spring, surveys will go out to assess how rules elements of the game are faring.</p><p></p><p>Trap discussion - traps are more narrative and situational rather than a proscribed challenge system. Examples in the DMG. </p><p></p><p>Five damage levels for traps in the DMG to help DMs determine trap deadliness for the tiers of play. </p><p></p><p>Traps are treated more like hazards or terrain features rather than a monster</p><p></p><p>High level gameplay should be faster due to bonus action rules and concentration mechanic for spells.</p><p></p><p>Multiple things slowed down <a href="https://twitter.com/search?q=%23dnd" target="_blank">#dnd</a> high level play; addressing it from many subsystems. Esp. battlefield effect complexity.</p><p></p><p>If you want to play a less complex wizard, play one from Basic <a href="https://twitter.com/search?q=%23dnd" target="_blank">#dnd</a>. Great for a new player that wants a wizard.</p><p></p><p>Cantrips are like at-will spells, so casters will always feel like casters.</p><p></p><p><span style="color: #292D33"><span style="font-family: 'Arial'">Downtime activities will be PH. More complex & optional downtime activities will be in DMG. Good way to spend gp</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">Downtime activities in the DMG create stories that can be seeds for adventures. Going on a crime spree, etc</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">You can use downtime to find where magic items are, and adventures to obtain them.</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">Crafting for magic items? It is an optional element that should appear in DMG. Must possess schematic or formula to craft. </span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">Hoard of the Dragon Queen levels 1-8. Rise of Tiamat levels 9-15. </span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">DMG has more optional stuff for combat. Flanking, using characters as weapons, friendly fire, lingering wounds, etc.</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">looking up troglodytes to illustrate how monsters can be modified to get variety from 1 stat block.</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">A few varieties for many characteristic monsters in the MM. Enough to help inspire the DM to create more variations</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">You can approach monster design from a mechanical perspective, or just build it narratively and then adjust numbers</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">Adventuring is based more around the day. More forgiving for smaller groups</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">Other starter adventures? The DMG will have Daggerford, including updates as a result of </span></span><a href="https://twitter.com/search?q=%23dnd" target="_blank">#dnd</a><span style="color: #292D33"><span style="font-family: 'Arial'"> Encounters play</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">Beginning of the new edition design, R&D started w/ iconic adventures from all editions to influence the core of the game</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">Adventures highlighted idea of the three pillars of game: exploration, interaction, combat.</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">How many adventures? Tyranny has two adventure products, Starter Set, DMG, and lots in </span></span><a href="https://twitter.com/search?q=%23dnd" target="_blank">#dnd</a><span style="color: #292D33"><span style="font-family: 'Arial'"> Adventurers League.</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">More adventures in the future - products focused on story and driving campaigns, less of a "splatbook" approach.</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">DMG has options for creating your own skills.</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">Bonds, traits, and flaws drive roleplaying. </span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">No psionics in the PH, but some sorcerers feel like psionicists</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">DMG </span></span><span style="color: #292D33"><span style="font-family: 'Arial'"> will have little bit on campaign settings, including some races as options. Mostly toolbox.</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">Tension between flavor and mechanics: The core books lean a little more towards flavor.</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">What are you calling the game? Official name is Dungeons & Dragons. When we're differentiating, we call it the fifth edition of D&D</span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span><span style="color: #292D33"><span style="font-family: 'Arial'">Errata will be implemented in Basic </span></span><a href="https://twitter.com/search?q=%23dnd" target="_blank">#dnd</a><span style="color: #292D33"><span style="font-family: 'Arial'"> and other products.</span></span><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #292D33"><span style="font-family: 'Arial'">And that seems to be that.</span></span></p></blockquote><p></p>
[QUOTE="Phaezen, post: 6314216, member: 42839"] Taken from Chris Tulach's twitter feed Bonus actions - you only get one per turn. "Warlock and sorcerer are real things." Warlock is a blend of 3E and 4E warlock. Has spell slots with scaling spells. Sorcerers use sorcery points, and can use metamagic to modify spells. Can convert spell slots to sorcery points and back. Wizard has more persistent ongoing spells, sorcerers and warlocks have more "fire and forget" spells. Draconic sorcerer has transformational powers as well as dragon fear. Talking now about different subclasses appeal to different edition playstyles - the Battlemaster fighter is an example. Last three months have been polish. 900 changes made to the PH just from public feedback from alpha playtesters. Mike on product releases. Starter set for Core+ WPN stores July 3, others on July 15. no character gen - Basic [URL="https://twitter.com/search?q=%23dnd"]#dnd[/URL] for that. Basic [URL="https://twitter.com/search?q=%23dnd"]#dnd[/URL] (out in July) going to have player info and rules at first, expanding to MM and DMG materials a little later on. "PH, MM, and DMG are more like advanced versions of the game." Mike wrote a sidebar on THAC0 for the DMG! DMG will be more like a "hackers guide" to the game. Monster stat blocks will reference spells, but otherwise should be self contained. talking about process of change for the game. Using constant specific feedback from the community to adjust. [URL="https://twitter.com/search?q=%23dnd"]#dnd[/URL] will be more of a living game and a conversation rather than Wizards dictating what the game should be. Starting next spring, surveys will go out to assess how rules elements of the game are faring. Trap discussion - traps are more narrative and situational rather than a proscribed challenge system. Examples in the DMG. Five damage levels for traps in the DMG to help DMs determine trap deadliness for the tiers of play. Traps are treated more like hazards or terrain features rather than a monster High level gameplay should be faster due to bonus action rules and concentration mechanic for spells. Multiple things slowed down [URL="https://twitter.com/search?q=%23dnd"]#dnd[/URL] high level play; addressing it from many subsystems. Esp. battlefield effect complexity. If you want to play a less complex wizard, play one from Basic [URL="https://twitter.com/search?q=%23dnd"]#dnd[/URL]. Great for a new player that wants a wizard. Cantrips are like at-will spells, so casters will always feel like casters. [COLOR=#292D33][FONT=Arial]Downtime activities will be PH. More complex & optional downtime activities will be in DMG. Good way to spend gp [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]Downtime activities in the DMG create stories that can be seeds for adventures. Going on a crime spree, etc [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]You can use downtime to find where magic items are, and adventures to obtain them. [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]Crafting for magic items? It is an optional element that should appear in DMG. Must possess schematic or formula to craft. [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]Hoard of the Dragon Queen levels 1-8. Rise of Tiamat levels 9-15. [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]DMG has more optional stuff for combat. Flanking, using characters as weapons, friendly fire, lingering wounds, etc. [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]looking up troglodytes to illustrate how monsters can be modified to get variety from 1 stat block. [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]A few varieties for many characteristic monsters in the MM. Enough to help inspire the DM to create more variations [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]You can approach monster design from a mechanical perspective, or just build it narratively and then adjust numbers [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]Adventuring is based more around the day. More forgiving for smaller groups [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]Other starter adventures? The DMG will have Daggerford, including updates as a result of [/FONT][/COLOR][URL="https://twitter.com/search?q=%23dnd"]#dnd[/URL][COLOR=#292D33][FONT=Arial] Encounters play [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]Beginning of the new edition design, R&D started w/ iconic adventures from all editions to influence the core of the game [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]Adventures highlighted idea of the three pillars of game: exploration, interaction, combat. [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]How many adventures? Tyranny has two adventure products, Starter Set, DMG, and lots in [/FONT][/COLOR][URL="https://twitter.com/search?q=%23dnd"]#dnd[/URL][COLOR=#292D33][FONT=Arial] Adventurers League. [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]More adventures in the future - products focused on story and driving campaigns, less of a "splatbook" approach. [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]DMG has options for creating your own skills. [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]Bonds, traits, and flaws drive roleplaying. [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]No psionics in the PH, but some sorcerers feel like psionicists [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]DMG [/FONT][/COLOR][COLOR=#292D33][FONT=Arial] will have little bit on campaign settings, including some races as options. Mostly toolbox. [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]Tension between flavor and mechanics: The core books lean a little more towards flavor. [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]What are you calling the game? Official name is Dungeons & Dragons. When we're differentiating, we call it the fifth edition of D&D [/FONT][/COLOR][COLOR=#292D33][FONT=Arial]Errata will be implemented in Basic [/FONT][/COLOR][URL="https://twitter.com/search?q=%23dnd"]#dnd[/URL][COLOR=#292D33][FONT=Arial] and other products.[/FONT][/COLOR][COLOR=#292D33][FONT=Arial] And that seems to be that.[/FONT][/COLOR] [/QUOTE]
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