This is not going to be one of my traditional reviews but I did not know where else to place it but it is a review of sorts. Regardless, I have now had time to read through the play test materials presented as One D&D under Wizards usual Unearthed Arcana release. For all intents and purposes, it looks these are going to be the building block of a new edition on 5th Edition Revised which may just be called One D&D as the title says. '
But I digress, the initial document release is called Character Origins and it clocks in at 21 pages. It covers Race, Backgrounds, and languages for creating characters. I will list the major changes and then o through the sections.
The major core changes are:
- Ability modifiers have been removed from Races
- Backgrounds provide a +2 and a +1 ability bonus
- Feats have a required level that a character must be before the qualify for it
- Backgrounds provide a 1st level feat
- Magic is no plot into three area - Arcane, Divine, and Primal
- The spell lists are divided into three lists (Arcane, Divine, and Primordial)
- Artisan tools cost 15gp regardless of what tool it is
- 15 creature types that include Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, and Undead. These types do not have rules themselves but can affect interactions
- Gaming Sets (tools) all cost 1g
- Musical Instruments (tools) all cot 20gp
- Rolling a 1: Regardless of modifiers, it is an automatic failure
- Rolling a 20: Regardless of modifiers, it is an automatic success. Though it does not surpass limitations of line of sight, etc.
- Critical Hits: Weapons and Unarmed Strikes cause a critical hit when a natural 20 is rolled on a d20 test. The damage dice is doubled rolled. If the weapon or unarmed strike has no damage dice, no additional dice is added/rolled
- Deal bludgeoning damage of 1 + STR modifier.
- Grapple: Target is grappled and the escape DC is 8 + STR Modifier + Proficiency Bonus. It is possible to grab a creature one size category larger if there is a hand free.
- Shove: You either push the target 5 ft. Away or knock the target prone. The shove is possible only if the target is no more then one size category larger then you.
- Skills Auto Succeeding on a Natural 20: If skill succeed on a natural 20 then why even have skills? This implies that so long as a player can take long enough to take 20, they can succeed at anything untrained. This also severely handicaps the Rogue (and makes them basically pointless as well) as everyone has a 5% chance of picking the lock on Orcus’s Wand chest. This is in addition to making DC’s arbitrary. Finally, it makes the already weak teamwork rules worse as teamwork gives you advantage and then it is capped out.
- Inspiration: Inspiration should be gained on the result of a natural “1” instead of a “20” as it is more thematic for characters to find inspiration out of failure then an already successful task. Though the real issue with this is that characters lose inspiration - that makes zero sense and will fuel player to participate in more dice focused actions to gain it back and that there is no limit on how man times characters can benefit from inspiration from the result of the d20. If it is unlimited as implied, it takes away the drive for players to be creative or roleplay for the chance to be rewarded inspiration. Shooting from the hip, 3x per day would be fair.
- Wording on Criticals: The way it is worded, it can be interpreted one of two ways. The first way is that only player characters can crit with weapons or unarmed strikes and the second way is NPC’s can crit as well. Why this is such an issue with me no really grind my gears is that 5e was slated to be written in very clear and common language but required Sage Advice blogs and one of the designers Twitter accounts to clarify rules/situations. This is a huge issue and does Dungeons and Dragons and any other system a galactic disservice. Now, I understand that there is a lot of people that have issues with taking away crits from spells (and other non weapon/natural weapon/unarmed strikes) but it does not bother me at all. This change makes sense to me as I have always viewed cites as hitting a vital spot and brings a throwback feel of death and dismemberment tables (*grognard mumble noises*). It also helps balance out the space between martials and casters as doubling damage dice from spells (especially at higher levels) can get ridiculous. Plus spells already have large advantages over swinging a sword of using a bow.
- Grapple: Grapple has been weakened as it is now a DC check to break free based on the formula of the aggressors 8 + STR Modifier + proficiency bonus instead of a contested skill check. For grapple to stay relevant there will need to be more systematic support.
- Exotic Races: These were not presented in this document but since the release of the the Monsters of the Multiverse a lot of the exotic races unique abilities have been remove such as the Kobold’s pact tactics, etc. This has caused a lot of contention and the feeling of races being watered down (“sameness”).
- The backgrounds presented did not have the story element tables included. This would be a disservice is that do not make an appearance.
- The backgrounds missing their story element abilities like how the Pirate would not be reported for minor crimes and so forth. I do not know if these are meant to be removed or were not included to keep the document short. This is under this section because of how much flavor they add to the backgrounds instead of just mechanical bonuses and a jumping off point for character background stories.
- Straightforward translation guide for the 5e books
- Point system to be able to build races akin to what was found in the Advanced Race Guide from Pathfinder 1e
- For the love of all that is holy or unholy get rid of challenge ratings and all the mathematical gymnastics that goes along with it for encounters. Use Hit Dice modified by special abilities!
- Action Economy needs to be fixed on the class level or how players use/have access to actions. There are a lot of classes that do not have consistent uses for bonus actions/reactions currently
- Keep the focus on story and less on the tactical side
- Keep archetypes unique, flavorful, relevant, and have their own focus. The archetypes should not feel bland or one should not completely outshine the other options on the mechanically side
- Wizards actually stay interactive and open in the play test process and consider/play test feedback
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