D&D 5E What I Learned From Creating 30 D&D Next Characters

Drawing and sheathing weapons actually can be done as part of an action or a move--but only once per opportunity. So you could draw 2 weapons if you defined one of them as part of your move and one of them as part of your action. But it isn't free, and the limitation can come into play when dual-wielding or putting away a shield.

There isn't any rule about moving weapons between hands, and for the purpose of facilitating mace and shield clerics, I allow you to transfer your weapon to shield hand (and back) for free as part of casting a spell.
 

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You're a wizard wielding two daggers, and you want to stow a dagger and cast a spell. OK, you stow the dagger along with your move, cast the spell on your action, and now your turn has ended before you can draw your dagger again. Wait...did you take the feat that increases your AC while wielding two weapons? Nope, doesn't help you this round.

Now let's talk about that buckler example for the wizard. You start the round with the buckler on. You want to cast a spell. So, you stow the buckler combined with your move, cast the spell with your action, and...no more buckler.
Is there something about spells that prevents you drawing or stowing as part of a "cast spell" action? Why can't the dagger or buckler be "drawn" as part of the cast action? Can drawing or stowing only be done at the start of an action, or something? (I'm asking because I don't have the playtest packet handy on this machine - sorry to be lazy...)
 

Is there something about spells that prevents you drawing or stowing as part of a "cast spell" action? Why can't the dagger or buckler be "drawn" as part of the cast action? Can drawing or stowing only be done at the start of an action, or something? (I'm asking because I don't have the playtest packet handy on this machine - sorry to be lazy...)

As far as I can tell you would be able to draw the weapon again as part of your cast a spell action (at the end of it).
 

In fact, the Guide Ranger was unable to legally choose his class skills, having been already trained in most of them.
In addition, almost no classes or backgrounds can be trained in Perception - only the Bounty Hunter, Bard, and Ranger receive this vital skill. Personally, I'd throw a bone to the martial classes - reflexes in a fight should translate well to out-of-combat alertness.

The rule that, when you get the same skill from both background and class you can just pick another, is actually a quite generous rule, but it is probably inevitable since you can also ask your DM to make up your own background (the two rules kind of support each other). With skills be so few and large, not granting a second choice in case of overlapping might be too much of a punishment.

A weird side effect of this approach, is that some players might purposefully choose a class skill that overlaps with one from background, so that then they are entitled to pick any one skill, instead of those listed by their class. But it's pointless to argue, exactly because they could just make up a reasonable background variation including the skills they want.

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Feats, as you noticed, are a mess. Overlapping with stuff you already have is common, but unlike the previous case, there is no rule letting you a second choice, you just get less from such feat (supposedly you can ask the DM to create a feat tailored to your needs, but this is not explicitly allowed).

Beginner players are going to have a lot of problems with feats. To this someone may argue, that beginner players shouldn't even try to take feats, and go with ability score increases. Meh... Still, beginner players assume that names of things are useful: if they want a stealthy PC, they will pick stuff that sounds convenient for such characters, only to find out later that they picked something redundant.

Really, the problems with feats all stem from the decision of having mega-feats, and that in turns really only stems from the problem that a minority of gamers have with odd ability scores (thus complain that a +1 to an ability score sometimes have no immediate tangible benefits). Making feats optional was a great idea, but it was the fact of wanting to balance feats against +2 to ability scores that required to have mega-feats, from which come all the problems you've seen in practice. Had they kept feats smaller, and balance them against +1, there would have been much less problems, and more opportunities: for example, alongside the choice of feat or ability score increase, proficiencies themselves could have been another option and therefore gaining new proficiencies would have been separate from feats.

Notice the absurdity: feats were made optional because many gamers don't want them in their games, but gaining new proficiencies (after 1st level) pretty much requires to take a feat (ofter requiring 4 levels of waiting, in one case 8 levels!), however that feat will give you additional stuff you don't want because it has to be large enough to compare to a +2 to ability score. Therefore that gamer who didn't want feats because of the added complexity, probably needs to take exactly unwanted complexity if she ever wants an additional proficiency at some point.
 

Notice the absurdity: feats were made optional because many gamers don't want them in their games, but gaining new proficiencies (after 1st level) pretty much requires to take a feat (ofter requiring 4 levels of waiting, in one case 8 levels!), however that feat will give you additional stuff you don't want because it has to be large enough to compare to a +2 to ability score. Therefore that gamer who didn't want feats because of the added complexity, probably needs to take exactly unwanted complexity if she ever wants an additional proficiency at some point.

In all fairness, the bonus proficiency feats aren't complex feats.
 


Li Shenron, you make some good points. I suppose choosing complementary backgrounds to your class in order to gain your choice of skills is effectively the same as creating a custom background with the skills you want. Might be nice to see it made more explicit, though.

I disagree that the basic approach to feats doesn't work. There are some problematic ones - Stealthy, Athletic, most of the spellcasting feats - but in general, I really like the approach that choosing a feat is like choosing something to specialize in. Balancing it against an ASI is a pretty good approach, because it makes feats optional. I suppose one could argue that certain feats are overpowered (Great Weapon Master) and some aren't powerful enough (Charger), but I think that's more a matter of tweaking numbers and abilities.
Building these characters has shown that just one feat choice can really differentiate characters. Thrown Weapon Master, for example, makes The Jester feel like a tricksy badass, while Great Weapon Master really helps The Giant Killer build toward. Even the ability score increases have been pretty effective - the difference between 17/15 Strength/Constitution and 18/16 on The Berserker will definitely be felt. With a bunch of small feats and smaller ASIs, I don't think we'd see that kind of character definition.
 

Is there something about spells that prevents you drawing or stowing as part of a "cast spell" action? Why can't the dagger or buckler be "drawn" as part of the cast action? Can drawing or stowing only be done at the start of an action, or something? (I'm asking because I don't have the playtest packet handy on this machine - sorry to be lazy...)

You cannot cast a spell with something in both hands. You cannot designate you draw it at the end of an action - it's there during the action, and so both hands would be full, so you cannot cast the spell.
 


You cannot cast a spell with something in both hands. You cannot designate you draw it at the end of an action - it's there during the action, and so both hands would be full, so you cannot cast the spell.
So you stow as part of the "cast a spell" action, then draw afterwards as part of your move.
 

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