I was hoping for something better myself. If I were to institute a sleeping in armor rule (and I haven't yet because it just hasn't been an issue in any of the games I run), I'd put a Con check in there first. Pass the check, and you're fine. Fail, and then you've got the consequences.
Better yet, you could just make it something simple like: if you're proficient in the armor you're sleeping in, you're fine. If you're not, then you don't gain the benefits of a long rest.
Indeed. Many of them just don't seem at all interesting. Others are quite cool conceptually but don't live up to their potential.
As time goes on, I'm becoming more disillusioned with the playtest process. I feel like often times our feedback just doesn't make a difference. The monstrous races in Volo's, for instance: they are virtually unchanged from their draft form. Despite all the talk about the slower release schedule meaning better quality, I'm really not seeing that. It's like they can't even be bothered sometimes. I'm all for "rulings not rules", but I feel like lately they've been using it as a bit of a cop-out. "We'll just chuck these half-baked ideas out there and let the DMs polish them up properly."
I picked it up on DDB. It's a nice collection of new toys. Some of the DM content is much better than I anticipated (I had pretty low hopes, so YMMV).
Funny thing about the whole "new toy" part: I've been listing to Savage Worlds podcasts and digging into Fate (including running a one-shot a while back), lately. While I have no interest in doing Fantasy Hero style universal systems, I'm finding the lighter weight systems really calling to me. Dropping $30 on more crunch when there's still one PC in the group that can't be done on DDB (UA Ranger) was a bit of a trick.
I really like some of the concepts inspired by the toys in XGtE, but I couldn't help but think I could do it easier and better in Fate. Maybe not. Just odd how some things are double-edged.
True. Those ideas were just off the top of my head.I doubt this would change much of anything really, the first one is still a hit against the more strength-prone heavy armor users, and the latter fix I can't see the point of because in all my years of playing D&D, I can't remember a single time when a player wore armor they weren't proficient in.
Yes, they certainly are playing it extremely safe this edition, aren't they?I blame pointlessly conservative design for this, honestly.
While I agree that it feels like the arcane archer doesn't get to use the magic arrow options often enough, there is precedent for it: The druid's Wildshape feature is arbitrarily limited to 2/rest as well, and I have to admit that I can't recall ever seeing anyone complain about that.... and that's largely in part because of the small number of magical arrows they get to use.
In my feedback, I advocated against giving the AA +1 arrows right from 3rd level. I was happy with them merely getting magic arrows. I can't really understand why they pushed it back to 7th level. To be honest, I think one way to improve it would be to move the 7th level feature back to 3rd, and then improve it at 7th by making all the magic arrows be +1. I might make that a house rule (but I'll probably wait until someone actually wants to play an arcane archer first).Very little appears to have changed on most of the options we've seen previously, and the Arcane Archer was even put through two playtests and still people (and myself among them) have big problems with it.
Yeah. I've gathered that. I've got one player who's actually in a Fate game, but says, "I like Fate, just not for fantasy." So, that's a road block. I'm assuming it's because he's looking for the dungeon crawl, murder-hobo thing, which is not how I typically run D&D. We just stopped doing modules (thankfully), so we'll see.If you like FATE, be prepared for the thought, "I could do it easier and better in FATE" to come up constantly. FATE is super stretchy, and if the philosophy of the game matches your style, it'll take over.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.