D&D Playtest 7 | Deep Dive | Unearthed Arcana

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  • Опубликовано: 9 июн 2024
  • Visit dndbeyond.link/yt_playtest7un... and help shape the future of Dungeons & Dragons. New playtest coming September 7th at 10:30am PST.
    0:00 Intro
    8:22 Barbarian
    22:14 Fighter
    42:39 Sorcerer
    54:00 Warlock
    1:10:51 Wizard
    1:20:00 Spells
    This playtest document is part of a series of Unearthed Arcana articles that present material designed for the 2024 version of the Player’s Handbook. The material here uses the rules in the 2014 Player’s Handbook, except where noted. After we conclude the public playtest for the Player’s Handbook, Unearthed Arcana will explore material for the Dungeon Master’s Guide and Monster Manual.
    #dnd #dungeonsanddragons
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Комментарии • 797

  • @fandomonium3789
    @fandomonium3789 9 месяцев назад +273

    I hope they backtrack on their decision to take away the warlock's flexible casting stat. That was a widely praised feature, and we want it back.

    • @gaelofariandel6747
      @gaelofariandel6747 9 месяцев назад +73

      At LEAST Charisma or Intelligence. A lot of Warlocks are wannabe wizards who took a shortcut.

    • @JoshuaSmith-hl1xj
      @JoshuaSmith-hl1xj 9 месяцев назад +7

      With pact weapon cantrip allowing u to still be SAD I would kinda prefer intelligence since the only class that would benefit would be bladesingers and they're still squishy casters. But at the same time I want wisdom back for my SAD beast master ranger with returning pact trident, have both the beast and trident knocking down everyone.

    • @user-ni7ji3fb8m
      @user-ni7ji3fb8m 9 месяцев назад +8

      I doubt, wisdom is just too strong and there are no fixes for it.

    • @danielsmith3265
      @danielsmith3265 9 месяцев назад

      It should be INT or CHA. WIS is indeed too strong, and also off-brand for Warlocks@@user-ni7ji3fb8m

    • @roninhare9615
      @roninhare9615 9 месяцев назад +7

      @@user-ni7ji3fb8m I’d be okay with charisma and intellect. How wise can you be if you make a pact with an other worldly being? I’m sure it doesn’t have your best interest in mind, and only sees you as a tool to best serve its purposes.

  • @nicolasreinaldet732
    @nicolasreinaldet732 9 месяцев назад +339

    We need they to take more risks this time with the monk.

    • @marimbaguy715
      @marimbaguy715 9 месяцев назад +20

      Monk almost certainly won't appear here, since it was just in the last packet. It'll be Fighter, Barbarian, Warlock, Wizard, Sorcerer

    • @JacobWorthington-sh9pm
      @JacobWorthington-sh9pm 9 месяцев назад

      Same

    • @trav1225
      @trav1225 9 месяцев назад +27

      Yeah I don’t understand why they don’t make the monk OP, it’s been the most underused class / underpowered class since 2014. There’s never going to be a perfect balance just give the monk it’s time to be good. I know the survey from monks UA is getting terrible reviews.

    • @Trial88
      @Trial88 9 месяцев назад +8

      This! They should really add a lot of the things that make monks good in bg3 to dnd. Especially tavern brawler. Fixing their ac to a static number plus their Wis mod instead of pigeon holing them into a dex build would do a number for them. That or create a feat like what tavern brawler gives in bg3, but doubling dex instead of str.

    • @bwaresunlight
      @bwaresunlight 9 месяцев назад +6

      They need to rip off the idea of stances from PF2E monks. The stances feel really, really good.

  • @Mike_L.
    @Mike_L. 9 месяцев назад +70

    Counterspell should probably clarify what happens to the Material Component needed to cast the spell too (if it's consumed as part of the casting). I presume it's not consumed, just like the slot isn't expended, but would be nice to have it written.

    • @macromondo8026
      @macromondo8026 9 месяцев назад +5

      If I understood the last part of this video your spell-slot isn't consumed but any material components that would otherwise be consumed by the spell ARE consumed, but agreed it is something that'll be great to clarify and I'll be sure to add that suggestion once the survey comes online.

    • @TheCrimsonElite666
      @TheCrimsonElite666 9 месяцев назад +2

      I think spells only consume material components if a spell slot is used, so I'm assuming it no longer causes the countered spell to waste those materials. Regardless, I'm glad they nerfed counterspell so it doesn't cheese mage encounters but it's still remains a very useful spell.

    • @marcos2492
      @marcos2492 9 месяцев назад +4

      Also what happens with things like monsters that have a certain number of uses instead of slots, or magic items with charges

  • @Hirosanman
    @Hirosanman 9 месяцев назад +180

    I'm cool with action surge not being allowed for magic...unless you're an eldritch knight. Don't make eldritch knight even weaker.

    • @YaBoiSebas
      @YaBoiSebas 9 месяцев назад +18

      Seems like an easy exception to make.

    • @Shade00a00
      @Shade00a00 9 месяцев назад +59

      Eldritch Knight can now cast spells during the attack action so it shouldn't affect them (or not too much)

    • @kedraroth
      @kedraroth 9 месяцев назад +6

      Of course, Eldritch Knight have so few spell slots, what is the problem to give them this? As a level 6 subclass feature would make inviable to dip multiclass to abuse this

    • @htapocysp1
      @htapocysp1 9 месяцев назад +11

      Ek is so much stronger now

    • @ultimor1183
      @ultimor1183 9 месяцев назад +7

      @@Shade00a00 yeah, it specifically says you sacrifice attacks when you take the attack action. So you can use action surge with the Eldritch knight.

  • @BestgirlJordanfish
    @BestgirlJordanfish 9 месяцев назад +78

    Ugh, there is so little experimentation that stuck around. Gonna miss using those defined and organized spell lists.

    • @eliascabbio7598
      @eliascabbio7598 9 месяцев назад +6

      Totally agree, if the wizard was the problem, then create a 4th list for them

    • @BestgirlJordanfish
      @BestgirlJordanfish 9 месяцев назад +5

      @@eliascabbio7598 Honestly I think they were fine using just Arcane. I think what could have made them distinct is treating them like extremely prepared casters, with prepared meta-magic like effects on a selected spell, kinda like the spell craft they were working on. Then if Sorcerer was choose your own list and had more of a spell point system (since being rigid and organized is weird for a sorcerer and sorcery points can be mixed together with them), wizard would absolutely be master of prepared spells and distinct.

    • @eliascabbio7598
      @eliascabbio7598 9 месяцев назад +2

      @@BestgirlJordanfish totally agree, I really think that Create and Modify spell were awesome mechanics, they would've really made the wizard feel different and unique, especially considering spell preparation.
      Honestly, I would still create a 4th list for wizards, so wizard's fans won't complain for not feeling special anymore

    • @user-ni7ji3fb8m
      @user-ni7ji3fb8m 9 месяцев назад +4

      @@eliascabbio7598 it not about "special" it about been literally worst at what they should be best. Bard and Sorcerer in previous UA had own unique features on top of what wizard had before, plus better armor, better hp, better stats, saves and more. All wizard had is just "ritualist feat" and worse version of metamagic.

    • @Morjixxo
      @Morjixxo 9 месяцев назад

      I agree, unfortunately DnD community pushed back too hard on other topics like OGL, so WotC they decide to make a step back and risk less, and we ended up in a less optimal situation for both.
      That happens when people are not mature enough to accept compromises.

  • @Morkins324
    @Morkins324 9 месяцев назад +7

    All Sorcerer Subclasses NEED to have Additional Spells lists like Aberrant Sorcery and Clockwork Sorcery. If you do not do this then Draconic and Wild Magic will be less popular than than Aberrant and Clockwork. I would be fine with reverting the Sorcerer to having fewer "Known Spells" if you are universally providing some via the Subclass. Doing it this way also opens up providing the subclasses with spells outside of the normal Sorcerer Spell List when it is thematically evocative.
    Also, Divine Soul should be in the PHB. It is the Sorcerer subclass that allows for the most divergent build-making amongst all of the Sorcerer subclasses. It allows you to fulfill a role that normally cannot be fulfilled by a Sorcerer, while also remaining distinct from the Cleric. It is also thematically evocative in a way that isn't really serviced by any other Class or Subclass.

  • @cameronpearce5943
    @cameronpearce5943 9 месяцев назад +121

    ​Really hoping we get flexible Warlock spellcasting stat, pet class rangers, and a way to make Monk resources more usable. ​I want them WOTC to realise that just because a feature isn't perfect doesn't mean that it should be dropped. Best rule for design and DMing is fail forward

    • @JoshuaSmith-hl1xj
      @JoshuaSmith-hl1xj 9 месяцев назад +4

      I would say the one issue with flexible casting stat is how pact weapon cantrip makes it the best 1 level dip for both other half caster classes and makes them SAD. Monk will most likely be in playtest 8. I wish they would only choose xanathars subclasses instead of just porting Tasha ones. With weapon mastery the kensei would of been the perfect subclass to revise but they skipped it to port over mercy...

    • @user-ni7ji3fb8m
      @user-ni7ji3fb8m 9 месяцев назад +4

      Ranger and "pet class" Beast Master were in UA 6.

    • @jacenstargazer
      @jacenstargazer 9 месяцев назад +5

      As a Ranger player, I really do NOT want it to be pet class as a base.

    • @jocelyngray6306
      @jocelyngray6306 9 месяцев назад +2

      I think pet class ranger would be the best way to distinguish the ranger from everyone else

    • @cameronpearce5943
      @cameronpearce5943 9 месяцев назад

      @@jacenstargazer How would you feel about a fighter subclass that gives you everything from Ranger, but without a pet feature? And would you want to keep the spellcasting? I haven't heard the point of view you have on ranger before and I'd really love to hear more of your thoughts

  • @JadenRandall
    @JadenRandall 9 месяцев назад +27

    Not going to lie this is the moat underwhelming UA, Deffo wouldn't convince me to buy the 2024 book if all it is is minor tweaks. I feel like trying to keep this compatible with 5E is hindering actually making any meaningful changes to these classes.

    • @baheimoth9621
      @baheimoth9621 9 месяцев назад

      Sounds like you're better off just getting Tasha's

    • @minine6508
      @minine6508 9 месяцев назад

      Well, what they’re doing is attempting to sell it as “a new evolution of D&D,” when in reality, it should be called 5th edition with a patch update LOL. The reason they’re not outright saying it’s incompatible with rules is bc that would lower the sales of books leading up to the release. Why would I buy Planescape if I won’t be able to play it with the new character options? But on the other hand, they (they being executives, btw) want to pitch it to the consumer as “a new version!” To drive sales of the new book

  • @mikeet207
    @mikeet207 9 месяцев назад +30

    I also think that Illusion spells need more built in mechanics in terms of how they should get used.

    • @SpookyGhostGoku
      @SpookyGhostGoku 9 месяцев назад +1

      But at the same time, part of what makes illusion magic so fun is that the only limit is often your imagination and creativity.

    • @cueball6969
      @cueball6969 9 месяцев назад

      Yea.
      If the DM is on the same page they can be great fun, but they can be just as easily shut down.
      Less ambiguity about their functioning would be appreciated.

  • @minimoose7890
    @minimoose7890 9 месяцев назад +43

    If you're at 1 sorcery pt left, you get none back; but if you're at 0, you get several back... really, design team? How does that make sense???

    • @ryanbarham8464
      @ryanbarham8464 9 месяцев назад +1

      Maybe it incentivises you to use your sorcery points more liberally if you're running low?

    • @minimoose7890
      @minimoose7890 9 месяцев назад +10

      @@ryanbarham8464 You shouldn't need incentive to use a resource that does effective things, and you shouldn't need a reason to spend them for no reason. Making it only work at zero means that you just arbitrarily have to use all your remaining points immediately when a battle ends if you want to get any back on the next initiative, which means you sacrifice the ability to save 1 or 2 for utility purposes outside of combats. It's ugly rule-design, when you can't just phrase it to be, "if the DM asks you to roll initiative and you have less than X Points, then you regain Points so that you have X Points available" or just "you regain X Points when the DM has you roll initiative."

    • @KevinVideo
      @KevinVideo 9 месяцев назад +1

      Agreed. They fixed this for the bard, but not the sorcerer? It's very confusing.

    • @SeanBoyce-gp
      @SeanBoyce-gp 9 месяцев назад +1

      @@minimoose7890 I don't get it at all. 100% agree with you - there is absolutely zero danger to "When you roll Initiative, you regain [x] expended Sorcery Points," and the truly wild thing is, because of how people are _so deeply bad_ at reading rules, I guarantee you that's the way most tables are going to wind up playing anyway, with this feature and the Ki/Focus Points feature and the Battle Master feature and literally any feature that does this.

    • @babyyeti2540
      @babyyeti2540 9 месяцев назад +1

      You can simply spend your remaining sorcery point or two to get some spell slots back

  • @jedwilson8981
    @jedwilson8981 9 месяцев назад +34

    What's with the obsession of having to be out of a resource completely to gain anything back on Initiative?
    Just let them have the resource as "regain expended resource of up to X when you roll for Initiative".

    • @Chaosmancer7
      @Chaosmancer7 9 месяцев назад +5

      100% agree, it just feels so frustrating that they keep doing this, when it isn't great design

    • @fullmetalpotato1258
      @fullmetalpotato1258 9 месяцев назад

      they are scared of the bag of rats exploit and maybe can't think of a better wording.
      Maybe they could do, you gain x points when you roll initiative and they disappear when initiative ends if not spent.

  • @jrg2866
    @jrg2866 9 месяцев назад +76

    I will never understand why anyone believes that a 5% chance to do 1d12 extra damage is a good level 17 ability

    • @nintendolegoboy
      @nintendolegoboy 9 месяцев назад +7

      Bruh did you listen to the video? It's not a 5% chance because you're using Reckless Attack...

    • @sadnessofafrica
      @sadnessofafrica 9 месяцев назад +23

      it's 9.75% but thats still weak, without the ability to reduce crit, when you run the math it just doesn't add much extra damage @@nintendolegoboy

    • @Handle1023
      @Handle1023 9 месяцев назад +28

      ⁠@@nintendolegoboyLet’s say Reckless Attack makes it a ten percent chance for the sake of easy math (which is technically being generous). That’s an average of .65 extra points of damage per attack. At the same level Wizards can transform into dragons and alter the fabric of reality. Don’t get me wrong, it’s still a good change. Just not what I would expect.

    • @samsimpson3808
      @samsimpson3808 9 месяцев назад +1

      It is the core Barbarian's own take at enhancing criticals like the Champion Fighter gets. The Champion Fighter crits on an 18-20 starting at level 15, and Barbarians get to Reckless Attack with advantage to crit-fish for 3d12 extra damage at level 17. They each have their own accompanying abilities that give them theior own strengths, but they are both competitive.

    • @dubiousdevil9572
      @dubiousdevil9572 9 месяцев назад +8

      Nobody does. Only WoTC does because they don't play their own game.

  • @PhantomKing188
    @PhantomKing188 9 месяцев назад +9

    Really, it feels like everything that made this One D&D thing unique and more streamlined is being peeled away. The shared spell lists made everything easier for players and DMs. If it is an identity problem have a smaller unique spell list for each spell casting class, then the player gets to decide if they want only stay with shared spells or branch out into the unique stuff. Also, I’ve seen people say that the Intelligence and Wisdom options for Warlock didn’t make sense, but the reasons seem flimsy. Not all beings you make a pact with are chaotic or evil, so yes, a Warlock might think it would be a good idea to make a pact with a powerful celestial or forest spirit for power.

    • @matthewcooke3327
      @matthewcooke3327 9 месяцев назад

      They are just going on feedback from the people ??

  • @ArturoGonzalez-st7xj
    @ArturoGonzalez-st7xj 9 месяцев назад +74

    We are back to 2014 mechanics for 90% of classes. This could've been an errata.

    • @mattbriddell9246
      @mattbriddell9246 9 месяцев назад +3

      Just double-checking- there is going to be NEW content in this so-called new release, right?

    • @YaBoiSebas
      @YaBoiSebas 9 месяцев назад +3

      @@mattbriddell9246It appears that they are adding new subclasses as well. College of Dance Bard and the new Path of the World Tree Barbarian are the ones we know of, but there could be others. In addition they're collecting a lot of the best subclasses from other supplements into the new PHB so give more interesting options from the jump. I personally do wish the design team was allowed to take more risks and push the design, but I reckon that WotC kind of put them in a bind with promising backwards compatibility and trying not to rock the boat too much by not calling this a new edition.

    • @mrmuffins951
      @mrmuffins951 9 месяцев назад +6

      Yeah there’s nothing here that I really hate, but there’s also nothing here that I’m really excited about either

    • @5-Volt
      @5-Volt 9 месяцев назад +4

      I was so excited to see how they changed Wild Magic Sorc because it's one of my favorite subclasses flavor wise but pretty lame mechanically & then here they make it pretty much the exact same... even uses the same old lame surge table. Freaking lazy!

    • @YaBoiSebas
      @YaBoiSebas 9 месяцев назад +2

      @@5-VoltTo be fair, Wild Magic is just one of those subclasses that are hard to design because of the inherent randomness. I understand why it's appealing to some people but I'd rather just do away with Wild Magic subclasses entirely and make it an optional rule you can add to spellcasting.

  • @XForceX4
    @XForceX4 9 месяцев назад +38

    What is supposed to be anyone’s motivation to play a monk mechanically if the brawler fulfills that niche in a stronger class?
    I’m not against the brawler, but the monk is on life support man…

    • @giorgiomauceri410
      @giorgiomauceri410 9 месяцев назад +4

      The motivation is that brawler is just bad. Most of its features are available to any fighter at level 1 (Unarmed Fighting Style+Tavern Brawler), and the only fancy ones are giving traits and masteries to improved weapons and increasing the damage at 15th level. So it's actually a worst substitute for monk than other subclasses of fighter, which have been like this since Tasha, yet I don't see people not playing monk anymore.
      Its full focus (unarmed strikes and improvised weapons) has also no way to bypass resistances, something extremely common from medium level and upwards, and a problem solved by monks pretty early. And finally you're ignoring that the "niche" you're suggesting is attacking with unarmed hits, something monks can do more often, harder (especially at higher levels), and that they have entire subclasses and extra features tied to that. Monk is not "ruined" because someone slapped a d8 unarmed strike on a very bad fighter subclass

    • @KatieGimple
      @KatieGimple 9 месяцев назад +3

      "being on life support" implies they are trying to help it. More accurately it's the proverbial dead horse that WotC keeps beating.

    • @XForceX4
      @XForceX4 9 месяцев назад +1

      @@giorgiomauceri410 I haven’t gotten a chance to look at the document myself yet, so thanks for the breakdown. I see all of your points, but I’m speaking more from the perspective of punching an archetype while it’s down. Sure, you can make a compelling case for why the monk is superior to the brawler fighter, but then mechanically what benefit does the brawler provide? Being an inferior version of the debatably weakest class in the game isn’t something the fighter needs in its kit.
      Also, given everything you’ve said, it’s still debatable that the fighter’s base class attributes put the Brawler above the Monk. Fighters have less of a dependence on several ability scores, their armored armor class is almost always greater, their hit points are far superior, and they have more weapons/weapon masteries at their disposal generally.
      Now, I’m aware that weapons specifically aren’t necessarily benefitting a brawler who wants to fight in melee, but that just demonstrates how mechanically foul brawling is… regardless of class or subclass.
      It’s just a cool archetype that I really wanna see them get right

    • @craigauty8874
      @craigauty8874 9 месяцев назад +1

      ​@@giorgiomauceri410it seems pretty obvious from changes seen in previous UAs that resistance to "non magical damage" won't be a thing anymore.
      The real problem for the Brawler is you will never see any of your subclass abilities work once you pick up a magic weapon. Everything about the subclass relies on improvised weapons or unarmed strikes and those will always be objectively worse than the +1 sword you get at level 4. So it's basically a fighter with no subclass.

    • @giorgiomauceri410
      @giorgiomauceri410 9 месяцев назад

      @@XForceX4 yeah, but what I meant with that post was to make you notice that the Brawler doesn't offer anything new to fighters. Fighters could already do that and better. All the main tools of the brawler have been available for years, yet they didn't substitute the monk. If anything, they are useless at high levels because they offer no way of bypassing resistances. And at low levels the monk is still better at punching, as they can punch more often as a basis and can spend points to punch even more. The monk wasn't impacted at all with the introduction of the unarmed fighting style, or tavern brawler, yet many people think that if you make those 2 a subclass then the monk suffers from it.

  • @muriomoira
    @muriomoira 9 месяцев назад +85

    If we are going back to class spell lists, THEN GIVE SORCERERS AND BARDS NEW EXCLUSIVE SPELLS THAT REINFIRCE THEIR FLAVOUR. if a full caster's defining feature is full casting, every full caster should have unique spells that only they can do. Give bards summoning and destructive spells, it wont break The game

    • @Chaosmancer7
      @Chaosmancer7 9 месяцев назад +10

      Yeah, making every other class worse just so the wizard players can have the biggest and best spell list isn't exactly giving me the warm fuzzies

    • @muriomoira
      @muriomoira 9 месяцев назад +6

      @@Chaosmancer7 id be ok with wizards having their broken spells for themselves if IT DOESNT MEAN HAVING UNIQUE SPELLS IS THEIR EXCLUSIVE CLASS TRADEMARK.

    • @isaac_marcus
      @isaac_marcus 9 месяцев назад +12

      @@muriomoira Just cause I looked it up when he said that I thought I'd share, in 5e Bards currently have 3 exclusive spells (full list 156, so 1.9% unique). Sorcerers have 1 (chaos bolt) out of 220 (~0.5% unique)
      Wizards have 27 out of 337, or ~8% unique

    • @Zevox87
      @Zevox87 9 месяцев назад +5

      Giving Bards summoning and destructive spells standard would ruin their flavor. Bards have the most flavorful spell list in the game as is: enchantments, illusions, buffs, healing. They are focused on supporting the party and being tricky, not on general all-around spellcasting. That's why they lack those things in the first place, because it's a core part of their identity.

    • @muriomoira
      @muriomoira 9 месяцев назад +6

      @@Zevox87 the bard is an amalgam of diferent concepts from all around the world. The standard skald and troubador aren't the ONLY interpretation of the class bc the concept of art, stories and passion being Inherently magical is something older than writen history. No, the bard class shouldn't be reduced into a single eurocentric interpretation of it and a bard that conjures armies and monsters from their own legends and immolate people with their sick solos are as valid AND common interpretations of the thrope as your bard that enchants and eludes.
      You're free to play an enchanting and eluding bard, but I dont want people that like a diferent but as valid interpretation of the thrope to be pidgeon holed into a single permutation of it.

  • @j.j.scotch4207
    @j.j.scotch4207 9 месяцев назад +19

    These "get some of your special resources back if you have none at the start of combat" features need to be modified to allow an increase to the same minimum even if they have 1.
    Example: if a 10th level Sorcerer has 1 Sorcery point at the start of combat, they should still go up to 2 points at the start of combat. It is silly that if they have none they go up to 2 but if they have 1 they stay at 1.
    This has been a problem for a while and I have to believe it isn't that hard to write these features to make it happen, especially since some of them (Bardic Inspiration) can be dumped on stupid things ("Hey, go pick up that rock so I can give you inspiration before we open the door and surprise the baddies").

    • @portsyde3466
      @portsyde3466 9 месяцев назад

      100% agree. I said this in the last survey for Cleric and Druid, which I thought are in a pretty good place now aside form that one gripe.

    • @codiethompson3401
      @codiethompson3401 8 месяцев назад

      Agreed! I’ve been saying this for years!

  • @ryanbarham8464
    @ryanbarham8464 9 месяцев назад +43

    See, now it's TOO similar to how it was. People will (rightly) ask why we need a whole new edition, when another errata book a la Tasha's Cauldron should suffice.

    • @hunsoulo8112
      @hunsoulo8112 9 месяцев назад

      its not a whole new edition. its a updating to the core rule books. TTRPGs do this all the time. call of cathulu has never once completely changed there system but they have rereleased there core rule books several times building, exspanding and fixing older issues that an errata would be to small and a players resource book wouldn't be right because there meant to add ontop the core rules. in fact Pizo the guys who made pathfinder just announced there working on a "version 2" or whatever the'll end up calling it of there 2e core book.
      it cant be an errata because that's only for very minor changes such as rule clarifying and most often spelling errors. very small stuff that if you bought the original 2014 book and you got anther 1 in 2020 they be almost identical. thank of them like hotfixs to a video game. so small most people will notice it happened.
      it cant be something like tasha's or XGTE because there expansions. they dont CHANGE anything. they add on top to the core rulebook. you cant make a character with just a copy of Tasha's. you'd be missing the entirety of the rest of the rules, spells and base class's. this is like your expansions for a game. it dont change much to the base game but gives you entirely new things to play with and explore.
      very long story short a core rulebook update is needed but this isnt the next edition despite that offal naming as One D&D no its more closer to 5.5. a heavily updated but backwards combatable thing. you should be able to play the 2024 books WITH tasha's and XGTE at the same time. might be a little overlap since they seem to be barrowing some content from the other 2 but not everything and more importantly nothing of it will conflict.

    • @bradleywindham4927
      @bradleywindham4927 9 месяцев назад +9

      Yes, but that's what we were promised from the start, and what the whole point was supposed to be. Putting all these errata (including a ton of stuff from tasha's in the UA) into an updated Player's Handbook GREATLY increases ease of use especially for new players. Trying to dig through 4 books to build the character you want can be very daunting, and is inarguably inconvenient and frankly anti consumer.
      TLDR: New book is more convenient for vets, and more consumer friendly to new players

    • @SeanBoyce-gp
      @SeanBoyce-gp 9 месяцев назад

      ​@@bradleywindham4927 there is no universe in which I would buy this new book for convenience. For one, I have dndbeyond, which is so vastly superior to physical books even with its relative bugginess as of late, and since getting it I've never started a new player on physical books.
      The problem with your point of 'thats what we were promised from the start' is that a.) it's _not_ what they demonstrated from the start and b.) any new collection of rules called the PHB, Monster Manual, and DMG is functionally a new edition. Acting like it's anything else when you're replacing the previous versions of those books and the rules therein is semantic nitpicking.
      The first four UAs were super experimental and incredibly exciting and obviously received with some mixed results, but without telling us that they were likely going to cut anything that didn't massively outshine the PHB equivalents from a satisfaction score perspective, no one could know how their feedback _should_ be targeted. I know from a relatively mid-sized sampling that a lot of playtesters, myself included, were harsher on the early packets because of key things I felt needed refinement, not because they were bad or worse in some ways.
      In point of fact, they kept all the most confusing aspects of the changes that they did put forward - universal subclass selection at level 3 feels so awkward without the standardized class progression.
      There are huge problems with how 5e works that were not addressed at all that _wouldn't_ require a new edition.

    • @babyyeti2540
      @babyyeti2540 9 месяцев назад

      This isn’t for a whole new addition. They have made that very clear. It’s essentially a 5e facelift

    • @JottoHearthStone
      @JottoHearthStone 9 месяцев назад +2

      @@babyyeti2540 It's not how it was originally advertised though. They are saying things like PHB 2024 or 5e 2024 now, but originally, they had a new name for it 'One Dnd', and the original play tests changed a LOT from 5e
      Now it's just gonna be tashas 2.0, which doesn't feel worth the multi year wind up of what will be like 8 or 9 UAs.

  • @UninterestingPedant
    @UninterestingPedant 9 месяцев назад +54

    Counterspell would be cooler if it was a contested roll based on the casting stats - the magical version of grappling (but not literally, since Grappling *still sucks* just as bad as it alway has, if not worse now than in 2014).
    Concentration being a Con save makes sense, since it represents having to overcome bodily damage to maintain a spell effect; that’s not what’s happening when Counterspell is at play, that’s 2 casters going at it battling for magical dominance. A Con save would only make sense if Counterspell was something physical; my Wizard is not running up to 60 feet to an enemy creature and physically interrupting their casting by smacking its hands/stuffing their hand in the creatures throat/etc. (at 8 strength, I doubt a Wizard would have the athletic capacity to even move that much, especially as a Reaction). Just doesn’t seem that well thought out.

    • @mojojojoplus2
      @mojojojoplus2 9 месяцев назад +6

      Right. Con save doesn't make any sense here.
      It should be something like a contested roll with spellcasting+proficiency+level of spell being countered vs spellcasting+proficiency+level of counterspell. Or they could keep higher level counterspell as autocounters and use the contested roll if the counterspell is of equal or lesser level to the spell being countered.

    • @polvotierno
      @polvotierno 9 месяцев назад +3

      We make Concentration to be one of the skills, since through training one can increase their power of Concentration. It receives the constitution modifier and any proficiency and/or expertise.

    • @samsimpson3808
      @samsimpson3808 9 месяцев назад +2

      Opposed ability checks in combat are super swingy because ability/skill checks are wildly disparate between two different creatures. You are either amazing because you specced into it, or you really suck at it. I believe Saving Throws are a better mechanic for these interactions.

    • @mojojojoplus2
      @mojojojoplus2 9 месяцев назад +7

      @@samsimpson3808 It would be two spellcasters using their spellcasting modifier, so that wouldn't be an issue in this case. It would do what WOTC wants here: take into account the power of the two spellcasters.

    • @TheCr0oked1
      @TheCr0oked1 9 месяцев назад

      That would make the spell useless on non full casters

  • @mightytoothpick
    @mightytoothpick 9 месяцев назад +6

    i was so looking forward for the modify spell and create spell, wizards are completely stuck with mostly fire based damage dealing spells and being able to alter them was fantastic and being able to create new spells was greate.
    they basically retracted all the cool things they had set up

    • @darxeth
      @darxeth 9 месяцев назад +2

      I absolutely agree. And the spell mastery change blows for Bladesingers using shield at will

  • @eliascabbio7598
    @eliascabbio7598 9 месяцев назад +31

    Honestly, the 3 spell lists system was very very cool, and made this edition feel refreshingly new.
    If the wizard was the problem, just make a custom expanded spell list, and add specific spells to other class too.
    For the rest, it's all good

    • @iParaShane
      @iParaShane 9 месяцев назад +3

      Yes, have subclass wizard spell lists

    • @mikeet207
      @mikeet207 9 месяцев назад +1

      That seems easy enough.

    • @declanmorden
      @declanmorden 9 месяцев назад

      I 100% agree, also I think it was a mistake to remove the modify spell and create spell features as while some may have thought it stepped on the toes of the sorcerer it makes sense for Wizards who are supposed to be the masters of magic to have a way to manipulate spells to a small degree.

    • @eliascabbio7598
      @eliascabbio7598 9 месяцев назад +3

      @@declanmorden Yes I agree, there are lots of very cool and revolutionary ideas and they were completely scrapped, that's too bad.
      I think we should motivate them to adjust and fix the new mechanics instead of scrap them

    • @declanmorden
      @declanmorden 9 месяцев назад

      @@eliascabbio7598 Yeah 100%

  • @kierantobin4553
    @kierantobin4553 9 месяцев назад +9

    UA 8 is time for them to make some big buffs and changes to the monk, since it's scheduled to be the last version they release before the 2024 handbook. They'll release this next one and we can give feedback, and then that's it. 😱😱😱

  • @dennisnick5559
    @dennisnick5559 9 месяцев назад +71

    Flexible warlock casting was the best idea they have ever had, i hope they bring it back.
    Same for Monk weapons, I really want it back.
    and for the love of god, give martials things they can do outside of combat!
    I think they should lean into the fantasy element of the martials way more, like they started doing with the Barbarian. I think that is a good way of balancing the game out a lot and appease the martial crowd.
    5e is a monster slaying game we "all" kinda just agreed to play as a story game instead in the past 5 years. They should lean into that! (Combat is still fun though)

    • @user-ni7ji3fb8m
      @user-ni7ji3fb8m 9 месяцев назад +2

      Except it wasn't. Wisdom is a strong save, while Charisma and Intelligence are weak ones. And because warlock is already proficient in Wis saves, it gets more benefits from choosing it over other two options. Ant there are literally nothing that can fix this problem. And tbf warlock should be intelligence only caster, it will solve all other multiclass problems.

    • @ARedMongoose
      @ARedMongoose 9 месяцев назад +4

      "5e is a monster slaying game we "all" kinda just agreed to play as a story game instead in the past 5 years. They should lean into that!"
      My brother in Crom, perhaps play a storygame instead?

    • @christopherlucas9118
      @christopherlucas9118 9 месяцев назад

      I AM MAD THEY TOOK OUT MEDIUM ARMOR PROFICENCY FOR WARLOCKS

    • @user-ni7ji3fb8m
      @user-ni7ji3fb8m 9 месяцев назад +1

      @@christopherlucas9118 you can pick it with invocation. It available as a 1st level feat and there is invocation for 1st level feats.

    • @PerikleZ87
      @PerikleZ87 9 месяцев назад

      ​@@user-ni7ji3fb8mIagree, Warlock was Int-based in dndnext and should have stayed that way. Only Bladesinger would be busted, but perhaps we just would not have that subclass in the first place.

  • @Dovekeeper
    @Dovekeeper 9 месяцев назад +29

    So happy they are going to put effort into making short rest benefit everyone more.

  • @5-Volt
    @5-Volt 9 месяцев назад +7

    Uhhh... JC literally lied about Wild Magic surges in this video. He said "Immediately after you cast a spell of 1st level or higher, you can roll on the surge table. You can just do it! Full stop" but in the playtest pdf you have to roll a d20 & roll a nat 20 to roll on the table... Assuming your DM allows you to every time you cast a spell, like most seem to do, it's the same as it was. Only difference is it happens on a nat 20 instead of a nat 1. Also, the table is the exact same as the 2014 table. This is pure freaking laziness & killed my excitement of them changing the wild magic sorc to actually be better & more fun/chaotic.

  • @neoramaredzone8544
    @neoramaredzone8544 9 месяцев назад +46

    Hope the final version of Monk is buffed so the new Brawler fighter doesn’t over shadow it. I took a look and it looks really good I’m just concerned with a fighter subclass being better at martial arts than a monk.

    • @Lorendor
      @Lorendor 9 месяцев назад +1

      I dont think this subclass is unable to overshadow any other class. Sadly

    • @Mojo1800
      @Mojo1800 9 месяцев назад

      we already have a dance monk subclass that does everything monk could hope to do but better, so really who cares at this point. If Brawler is better than Monk, at least h2h combat isn't dead.

    • @RashidMBey
      @RashidMBey 9 месяцев назад +1

      Unarmed Fighting Style gives you 1d8+Strength punches. That means a level 1 Fighter has the punching die of a level 11 Monk. By the time the Fighter gets to level 11, they can attack three times using a standard attack action and they still have action surge. :/ Monk has a looong way to go - that or they need to more effectively carve its niche, which I believe is anti-mage.

    • @silverbro13
      @silverbro13 8 месяцев назад

      @@RashidMBey Also have an insane number of other attacks, increased mobility, and other sorts of utility

  • @eliaslovell5038
    @eliaslovell5038 9 месяцев назад +45

    Sad that Necromancy wasn’t one of the Wizard subclasses.

    • @fandomonium3789
      @fandomonium3789 9 месяцев назад +9

      just means it'll be in the second book after the PHB (2024). There's 4 wizard and I wanna say 4 or 5 Cleric subclasses from the PHB being left out to give everything else an even 4. Though why they're shoehorning in Clockwork and Aberrant Mind into PHB over Storm and Shadow Magic I don't really get. But I suspect we'll be seeing Death and/or Grave, Necromancy, and Shadow Magic in the second book of the 2024 edition.

    • @oOPPHOo
      @oOPPHOo 9 месяцев назад

      @@fandomonium3789 I think it just means it's in a different UA . There were other schools missing such as conjuration, enchantment, necromancy and transmutation.They are are not replacing PHB classes. Only adding to them.
      *[EDIT:]* Nevermind. I think I found the articles confirming otherwise.

    • @Neopopulas
      @Neopopulas 9 месяцев назад +2

      The Necromancer was very lackluster as it was, losing it isnt a huge loss. Unless they intend to really buff it.

    • @pauljenizm258
      @pauljenizm258 9 месяцев назад

      If there was one PHB Wizard sub-class I'd cut, it'd be that one. It should in the DMG with the other villain sub-classes.

  • @acxbry
    @acxbry 9 месяцев назад +16

    Fix the Monk please.

    • @JoshuaSmith-hl1xj
      @JoshuaSmith-hl1xj 9 месяцев назад +3

      Wait for playtest 8...... and they will still mess up

  • @zacharywiesel900
    @zacharywiesel900 9 месяцев назад +23

    My TLDR on the 2024 PHB is that you can find a PDF version of it, print off ~10 pages from it, stuff them in your 2014 PHB and be good to go. Y'all set out like you were taking risks, and it was cool. Pulling back on almost everything is SUPER dissappointing

    • @eliascabbio7598
      @eliascabbio7598 9 месяцев назад +2

      I agree, this should be a somewhat new version, every time they take critiques, they step back. That's so sad

  • @sylvietg7063
    @sylvietg7063 9 месяцев назад +9

    The Counterspell change also means high level Bards can no longer automatically counterspell every spell by, for example, casting Glibness. In 2014, Glibness lets you treat a roll of 15 or lower on a Charisma check as a 15. Then, Bard adds their Charisma modifier. Then because it is an ability check that does not already include the proficiency bonus, Jack of all Trades adds half to proficiency bonus. So as an example, the lowest my level 15 Bard can roll on the ability check - assuming she's got Glibness running - is 15 + 4 + 2, or 21.
    The highest difficulty rating is 10 + 9, or 19 - and so barring some magic, with the old rules, I can just use level 3 counterspell and sit back and file my nails, tossing out a Cure wounds here, a Conjure Volley there...
    I'd like to see a creature channeling a spell be unable to cast Counterspell - the counterspell loops get silly and it's an easy fix to say while you are channeling a spell, you cannot take a reaction without aborting the cast. Let them keep the slot.

    • @floofzykitty5072
      @floofzykitty5072 9 месяцев назад +2

      But it's become useless for everyone else now basically.
      A CR 4 Couatl has a +8 to Con saving throws.
      A CR 5 Cambion has a +5 to Con saving throws. If your casting stat is at +5, that's a 55% chance for Counterspell to succeed.
      A CR 6 Water Naga has a +6 to Con saving throws
      Counterspell is a 3rd level spell slot. I would NOT be betting a 3rd level spell slot on a coin flip that isn't even in my favor because it doesn't consume their spell slot. Once you get to CR 7+ your Counterspell is useless because already creaturs have ridiculous con bonuses in the double digits. In other words, the spell is only useful MAYBE for one or two levels from 6-7.

    • @PerikleZ87
      @PerikleZ87 9 месяцев назад +1

      ​@floofzykitty5072 At later levels your 3rd level spell slots are getting less valuable, so it is still worth it try to expend a reaction to take away an action from another spellcaster!

    • @parheliaa
      @parheliaa 9 месяцев назад +1

      @@PerikleZ87 Con save? The strongest save in the game? Seriously?
      New CS is useless. Even at higher levels, when the lower-level slots are (only in theory) less valuable.

  • @LuizCesarFariaLC
    @LuizCesarFariaLC 9 месяцев назад +59

    The Brawler is one more thing to make the Monk look like it's the worst (as it is).

    • @cameronharper439
      @cameronharper439 9 месяцев назад +3

      Brawler and Way of the Drunken Master = Jackie Chan

    • @mickaell07
      @mickaell07 9 месяцев назад +1

      Now with the brawler what’s the point of having the monk class untouched?

    • @ElocNodnarb
      @ElocNodnarb 9 месяцев назад +1

      The Brawler seems like they took Unarmed Fighter + Tavern Brawler feat + Grappler feat and said let’s just make this it’s own subclass.

  • @Thiago_Rodrigues_Neves
    @Thiago_Rodrigues_Neves 9 месяцев назад +16

    I really liked the counterspell change, but i do think that the main factor to a spellcaster to resist a counterspell should be related to his spellcasting ability score, since most the times it is his highest ability score. Also many beings that are spellcasters doesn't have proficiency in constitution saving throws. Archmages (Basic rules) for example only have 12 of constitution ability score.

    • @caosisaac
      @caosisaac 9 месяцев назад +3

      I hate the counterspell change. Feels like it was designed with pvp in mind. Con saves are the easiest save to make for high cr creatures so youve basically made the spell worthless against any kind of endgame caster; especially since on the off chance it does work they dont even consume their spell slot, which wotc has been moving away from creature design anyway.
      For an example take a look at critical role: vox machina's final battle. No spoilers but if this version of counterspell was the one they had access to then they would have lost that fight without question. The bbeg would have stomped them without breaking a sweat.

    • @CandleLight129
      @CandleLight129 9 месяцев назад +1

      @@caosisaac Spoken like someone who has never had one of their own big spells countered. Current counterspell rules make it way too easy to just shut down both NPC and PC spell casters. Using a 3rd lvl slot to completely (and rather easily) eliminate a 9th lvl slot and potentially an entire turn is no fun for anyone. There are no tactics to it, you just say no and might have to roll a pretty easy check if you use a lower slot than you're countering. It feels awful to be on the receiving end of a counterspell and feel like there is nothing you can do about it whether you're the DM or a player.
      Yes, some spell casting monsters have high Con saves but there are plenty of standard human, elven, gnomish, ect caster enemies that have low Con and would be easier to counter. Besides, countering a level 20 dracolich shouldn't be as simple as countering an apprentice caster still using magical training wheels. Targeting the caster's main ability score on the other hand would almost universally make it much more difficult to ever get a counter off.
      I would need to see this new version in action a few times, but reading over it I think it's a good change that will make caster battles much more interesting on both sides. I also think you misjudge Matt as a DM if you think he would have "stomped them without breaking a sweat."

    • @Csiki27
      @Csiki27 9 месяцев назад +1

      @@CandleLight129 My problem is the Power word: Kill. Player won't waste lvl 9 spell for it, but the DM can use it freely since tomorrow there will be another evil NPC to be "killed" and after that you need to be glad that you get a resurrection. That's the ultimate solution?
      You could be prepared, but I can always kill you instantly no matter what. Is that ok?
      And it has no saving throw. That's ok?

    • @caosisaac
      @caosisaac 9 месяцев назад

      @@CandleLight129 i've dm'd for years and have many spells counterspelled. I just also prescribe to the notion that anything players can do i can do. Or have you never thought to give youre bbeg counterspell and/or minions with counterspell?

    • @CandleLight129
      @CandleLight129 9 месяцев назад +1

      @@caosisaac Oh I live by the "anything you can do they can do also" rule, especially when offering my players the option fun house rules. The problem with counterspell isn't that only the players can do it, it's that it's not fun. It in fact often ruins the fun thing that someone was about to do, which is why I rarely use it against my players. When the wizard has a whole plan they're excited to put into motion and finally throws their big 6th level spell at someone just to have it countered and wasted, that sucks. I've had it happen to me as a player and it feels bad, so I don't like to do it very often to my players. This new rule at least makes it more of a tactical choice rather than an almost guaranteed shut-down.
      As for the Power Word Kill point @Csiki27 put forth, I'm afraid I'm not entirely sure what you mean. I know I used 9th lvl spells in my original example but honestly in my experience few people make it to those higher levels and when they do, there's all kinds of crazy stuff happening on both sides of the screen. I feel like counterspell has a bigger impact on lvl 5-12 where spells are less reality warping in scope.
      I may be misunderstanding, but any DM that is going to throw Power Word Kill at their players time and again seems to be playing a very antagonistic game. Any DM can kill their players when and however they want, regardless of what counterspell rules they're using. The point is usually to create a fun environment and narrative for and with your players.
      My main point is that this version sounds like it will allow for more fun situations at the table.

  • @proidiot117
    @proidiot117 9 месяцев назад +5

    Create and Modify spell just needed tweeking, not an entire dumping of the feature. Please bring it back.

  • @TrueAmbienceWorks
    @TrueAmbienceWorks 9 месяцев назад +20

    45:13 Hearing Monk getting better resource management is exactly what people wanted since the start. More cool features and lessening the painpoints are all good to see.

    • @Staff7
      @Staff7 9 месяцев назад +5

      add hopefully competitive dpr . not fun to be out damaged by everyone

    • @fullmetalpotato1258
      @fullmetalpotato1258 9 месяцев назад +1

      problem is that they seem to want to do it the same way they are doing with sorcerer, where if you roll initiative and have absolutely zero of the resource left, you get a very small amount back. If they implement it the same for monks as they are doing with sorcerers it will be even worse, as while sorcerers still have spell slots, and metamagic is a side resource, for monks ki/discipline points are their only resource which is kept painfully low because of their short rest class status.
      so when monks get this ability at level 5. they will only get 1 ki point back if they start combat with no points left.
      What would help is if they could stop having the restriction that you have to have 0 points left. What they could do is say, you gain X points whenever you roll initiative that go away when initiative ends if not spent or something like that to avoid being abused

    • @TrueAmbienceWorks
      @TrueAmbienceWorks 9 месяцев назад +1

      @@fullmetalpotato1258 hopefully when they said 'like sorcerers ' it's only similar and not the same, because as you said only getting 1 ki/focus point at initiative ( at level 5) would feel awful.
      Ideally/ best case it follows the warlock; do a quick meditation and get a number of ki/focus back once a long rest.
      Or like the fighter battlemaster; get a free ki/focus each round but this would have to be a later level

    • @fullmetalpotato1258
      @fullmetalpotato1258 9 месяцев назад +1

      @@TrueAmbienceWorks maybe. I really think they should start removing ki costs from core features. Flurry of blows should not cost ki, they have to do it every round just to do less damage than most martials. They can barely even use weapon mastery since that can often lower their damage too since weapons dont get the martial arts die. Maybe patient defense could be +2 to AC and dex saves for a round instead of dodging, and step of the wind could be dash or disengage like a rouge does. At least then monks can use Ki on the cool stuff.

  • @iParaShane
    @iParaShane 9 месяцев назад +29

    At this stage there’s so few changes from the current 5e that there’s no need to release a whole new edition. Just do a book like Tasha’s for the new character options. Then do a DMG 2.0

    • @5-Volt
      @5-Volt 9 месяцев назад +6

      They've already stated that they are just straight up reprinting some of the Tasha's subclasses in the new PHB. That along with barely changing things is extremely lazy..

    • @isaac_marcus
      @isaac_marcus 9 месяцев назад +4

      That's basically what this is... They've said many times "This isn't a new edition! It's a continuation!" which has always sounded like marketing fluff, but if that's what you want it's what you're getting. This book would just mean a new player doesn't need to buy both PHB and this newest book to have the newest options.

    • @iParaShane
      @iParaShane 9 месяцев назад +1

      @@isaac_marcus you are slightly wrong. While this is a continuation of what we have, they are treating the release as if it is a whole new edition. They are releasing a whole new core trio of books. They don’t need to do that. They just need to release a “Tasha’s” 2.0 for the PHB and a more useful DMG

    • @isaac_marcus
      @isaac_marcus 9 месяцев назад

      @iParaShane I think I slightly disagree but that's mostly semantics I think so not important. That's said, assuming that these changes ARE mostly better, I would rather they release it as a PHB 2.0 than a Tashas 2.0. Cause I think that changes the content we'll get basically not at all, but it means it will be easier to get new people into the game cause they'll have fewer books to buy. And one of my favorite things is seeing new people get into my favorite hobby

    • @iParaShane
      @iParaShane 9 месяцев назад

      @@isaac_marcus I just don’t think it’s changed enough to call it a new PHB. It really doesn’t deserve that monicker.

  • @Shadow_Knight
    @Shadow_Knight 9 месяцев назад +7

    I get going back to class spell lists. Make sense and addresses mine and others concerns about class identity. Yet you could still have Primal, Acrane, and Divine spell lists. They'd just be smaller and hold the most common spells. That way you could say the Wizard has access to the spells on the Arcane list as well as the Wizard spell list.

    • @nojusticenetwork9309
      @nojusticenetwork9309 9 месяцев назад +1

      The fact that people think the class identity for the Wizard is how big their spell list is, in my opinion, is the real problem here. That's a crappy vision of what a class is about

    • @Shadow_Knight
      @Shadow_Knight 9 месяцев назад

      @@nojusticenetwork9309
      I agree, spell list size is a poor way to identify for a class. Wizard class identity to me has always been thoughtful preparation vs. sorcerer flexibility in the moment.

  • @ryuzakidestiny
    @ryuzakidestiny 9 месяцев назад +67

    This is time for the rest of the subclasses Barbarian, Fighter, Sorcerer, Warlock and Wizard.

    • @Mark-ki7ic
      @Mark-ki7ic 9 месяцев назад +3

      Wild mage, Transmuter and Arch-Fey subclass this time

    • @JoshuaSmith-hl1xj
      @JoshuaSmith-hl1xj 9 месяцев назад +2

      Barbarian will probably gain a new subclass and a revise of either ancestral or zealot subclasses. Warlock will need a revised hexblade if they are keeping pact weapon cantrip the same since they are now redundant. Sorcerer will get a new wild magic table hopefully and pick shadow and divine as the 2 other subclasses. Wizard was probably chosen with a roulette wheel. And fighter will keep the main 3 and get cavalier as the 4th subclass.

    • @kongoaurius
      @kongoaurius 9 месяцев назад +1

      ​@@JoshuaSmith-hl1xjYou forgot totem warrior. I bet they will make you chose a totem as a bonus action each turn you are raging

    • @eshetek
      @eshetek 9 месяцев назад +1

      @@JoshuaSmith-hl1xj you can remove hex warrior from hexblade entirely and it's still a powerful subclass. so no, no revising needed. not for that reason anyway. it's still an awful subclass in terms of design and flavour

  • @CallMeOpti
    @CallMeOpti 9 месяцев назад +14

    Hopefully barbarian doesn't only get brutal critical at higher levels. Really feels bad when your class features never happen

  • @theblindbuildergrandminuti5648
    @theblindbuildergrandminuti5648 9 месяцев назад +24

    I’m more concerned within the finalized monk than anything else.
    Glad to see the eldritch knight looking viable.

  • @jaysonkmendoza
    @jaysonkmendoza 9 месяцев назад +4

    I don't know if they read this, but they need to add "Prerequiste: Level 1+ Warlock" to Pact of the Blad and Pact of the Tome to prevent Warlock Initiates from taking them.

  • @user-ni7ji3fb8m
    @user-ni7ji3fb8m 9 месяцев назад +4

    Fun fact: with new Counterspell it is easier to counter Archmage(CR12 in MM with +1 con) that casting TIme Stop than Oni (CR6 in MM with +6 in con) that cast Charm Person. That makes ogre a better caster than "spellcaster dedicated to the study of the arcane arts".

    • @portsyde3466
      @portsyde3466 9 месяцев назад +3

      It is a little weird but I do think that the main intention was to make it a saving throw; a lot of powerful enemies get magic resistance (maybe more mages too with the updated MM) and now the biggest enemies can use a legendary resistance to ignore it completely.

    • @user-ni7ji3fb8m
      @user-ni7ji3fb8m 9 месяцев назад +4

      @@portsyde3466 saving throw is fine, but it should be spellcasting ability save, not con. Because it is literally opposite to what intent of the fix is (1:23:01). It is as easy to counter 11th level wizard as a 1st level one for example, because they have same save.

    • @omegacow1
      @omegacow1 9 месяцев назад

      The word "better" in your last sentence is doing a lot of heavy lifting there. The Oni has far fewer spell selections and castings than the Archmage. They're only superior at this one particular aspect of magic.

    • @user-ni7ji3fb8m
      @user-ni7ji3fb8m 9 месяцев назад

      ​@@omegacow1 But as they said purpose of the change was to make higher level caster harder to counter. But it doesn't work like this. Not only with Oni, literally fish-dude Kuo-toa (CR1 in MM) is harder to counter than Archmage.

    • @omegacow1
      @omegacow1 9 месяцев назад +2

      @@user-ni7ji3fb8m I think what they're forgetting is that most full spell caster classes don't have proficiency in Constitution saves - only Sorcerer does. I do agree that forcing a save against the caster's spellcasting ability would seem to fit the stated design intent a bit better.

  • @aqure9
    @aqure9 9 месяцев назад +13

    Surprisingly the Warlock isn't looking too bad rn. The subclasses are looking fun and more flexible(Fiend could use a bit more love).

    • @sharmelfattakhov5041
      @sharmelfattakhov5041 9 месяцев назад

      More spells, more invocations, reworked invocations that now might include feats, subclasses that do more in general - agreed that fiend didn’t get as much as arcfey(which is now awesome), but they were kinda the best among original three)

  • @rallozarx4215
    @rallozarx4215 9 месяцев назад +2

    There's a few things he mentioned that aren't actually in there, like the design notes says the Eldritch Knight can replace 2 attacks to cast a level 1 or 2 spell, put the actual feature doesn't have a level restriction. Also, he said the Wild Magic Sorcerer's Bend Luck is now a d6 instead of a d4, but that's not true, nor is it mentioned in the design notes. In the Warlock multiclass section, it also says the prerequisite is "13 in one of the Warlock's primary abilities, Intelligence, Wisdom, or Charisma", although I think that's a holdover from the last UA with it.

  • @NibbleMyKibble
    @NibbleMyKibble 9 месяцев назад +17

    Fingers crossed this shows us something new mechanic wise. No more backpeddling; I already own 5th edition books, im not blowing money to buy them again.

  • @sage_justice1383
    @sage_justice1383 9 месяцев назад +10

    Seems a little weird because I thought the cosmology went back to the Wheel instead of the Tree. That’s a pretty big change.

    • @BobbitTheDog
      @BobbitTheDog 9 месяцев назад +2

      Seems to me like it's a different world tree than from before, the way he described it - this version seems more like a multiverse thing?

    • @ColinMacInnis
      @ColinMacInnis 9 месяцев назад +1

      Yeahhhh I heard that and got thrown off. It’s back tho?

    • @sanserof7
      @sanserof7 9 месяцев назад

      Yeah that actually pissess me off because I think the world tree cosmology is stupid.

    • @JazzyBassy
      @JazzyBassy 9 месяцев назад

      The World Tree concept is explored more in Glory of the Giants, as a legacy from the First World that was used to connect to the Outer Planes. In that giant lore, after that world got destroyed, the seeds of the tree were scattered. Annam, the All-Father of giants, cultivated the seeds to connect the worlds of the Material Plane, which he crafted from the Elemental Chaos.
      An organization of giants called The Worldroot Circle believe that there are certain locations in each world that are the "Root of the World", and that they operate as a nexus that links the worlds to each other and to the planes. This organization opposes the Cults of Elemental Evil and any unbalance in the elements might threaten the roots and health of the world. This leads and a later campaign idea in the book lead me to believe that the World Tree is also holding the worlds from dissolving back into Elemental Chaos.
      It seems like they are repurposing the old concept of the World Tree cosmology into their First World, before it was splintered into many shards. Perhaps the theories of that cosmology model came from sages stumbling upon ancient First World lore. The ideas of the World Tree and the Great Wheel don't contradict one another, the roots of the World Tree can be thought of as another road of travel between the planes and worlds, but the cosmology is still being positioned by alignment in the Great Wheel.
      In a way the World Tree is a more primal method for connecting the worlds as opposed to the Arcane and Divine of the Great Wheel and Astral Sea. It might have been used by Annam to craft the terrain of the worlds, but it could be used by other humanoid druidic circles as well, and I think this Barbarian Path explores that.

    • @daylanadams9522
      @daylanadams9522 9 месяцев назад

      In the DMG, it probides multiple examples for multiverse cosmology, including both the wheel and the world tree. This was probably put here to facilitate the use of either.

  • @kingofcoinjock
    @kingofcoinjock 9 месяцев назад +14

    So many people keep trying to force it back to 5e, I am disappointed with the feedback results that disagree with any changes

    • @JoshuaSmith-hl1xj
      @JoshuaSmith-hl1xj 9 месяцев назад +4

      The truth is they never intended it to be too different from 5e, this is all a ploy to bypass the SRD by making it just different enough legally and not lose the people who got in since 5e started. Forgetting it was 3rd party content creators who helped 5e become the global phenomenon it is.

    • @Rubycule
      @Rubycule 9 месяцев назад

      ​@@JoshuaSmith-hl1xj what do you mean by bypasssing the SRD?

    • @kingofcoinjock
      @kingofcoinjock 9 месяцев назад +3

      They proposed a lot of changes that didn't get good feedback - so they immediately changed it back to 5e.
      I don't know who else is submitting feedback - but I was looking forward to having a game that was slightly different.

    • @captainrelyk
      @captainrelyk 9 месяцев назад +2

      Some of us don’t want to be forced into playing with completely new rules. This isn’t 6e where we can just keep playing with 5e as it is… this is an “update” to 5e so unfortunately these new rules will be forced on us, especially on dndbeyond and in AL

    • @kingofcoinjock
      @kingofcoinjock 9 месяцев назад +1

      @@captainrelyk I just wish we could at least meet somewhere in the middle.
      They are way too reactive on the feedback. It's like stuff doesn't get fleshed out very much and it's immediately back to the same thing it was for the last ten years.
      Trust me - I really liked 5e. I have been playing D&D since the 70's. It was one of the best rulesets we've had. But can we get a few new things in .. I just feel like we're the ones that they are asking for advice.. and the community keeps saying no to every single thing that is different.

  • @diegonunesnl
    @diegonunesnl 9 месяцев назад +1

    I love the idea of all Warlocks pacts be an invocation. Get more tham one pact is always a personal wish.
    They could let you access new spells for each pact to.
    Ex:
    Pact of the Blade: Wrathfull Smite, Enhace Ability, Haste, Stoneskin, Holly Weapon (Unholly version option to)
    Pact of the Tome: Shield, Heat Metal, Claryvoiance, Polymorph, Flame Strike
    Pact of The Chain: Grease, Flaming Sphere, Hunger of Hadar, Mordenkainen’s Faithful Hound, Conjure Elementals

  • @srchellis
    @srchellis 9 месяцев назад +4

    I think pactof the chain should be like a summoner of creatures, like they start at an increased familier, and each level get to summon an Eldritch type creature, related to their patron. And add creatures to your stable each level, but only 1 at a time

    • @buddha2923
      @buddha2923 9 месяцев назад +2

      Yesssssss. I’ve been hoping for a real summoner build. Even just being able to summon one creature that get buffed as you go with your patrons cosmetics or damage type influence. Conjugation mage and Shepherd Druid both just feel kinda boring and don’t fulfill the eldritch summoner feel. I want my warlock to pull out a octoclops and have eldritch blast come out it eye or shadow hound that that adds tactics for my hexblade

  • @chiepah2
    @chiepah2 9 месяцев назад +3

    Barbarian, we don't want to expand the Crit range because you get expanded crit range due to advantage... Fighter, hey, on this class with the expanded crit range, have more ways to get advantage! Yeah, and you also get more attacks which give you more chances to crit, but we can't have a way for Barbarians to have an expanded crit range at all...

  • @petethebusfromlasmith2720
    @petethebusfromlasmith2720 9 месяцев назад +12

    LOVING THE WARLOCK, you guys did great!

  • @dragonboyjgh
    @dragonboyjgh 9 месяцев назад +2

    Champion still has the Jump spell problem. A running longjump needs 10ft of run-up. Adding 5ft makes it go from 20 to 25ft jump with 20 str. So you need 35ft speed or there's no benefit.

  • @imthestein
    @imthestein 9 месяцев назад +8

    I need to see how they plan on changing Wizards from what they showed. I think it was a good start but some of the wording needed to be cleaned up to ensure it wasn't problematic and potentially broken but I loved what they added. Maybe lower Spell Mastery to somewhere around 10th level because using a single 1st level spell or two at will just doesn't seem that big of a deal at 10th level and it feels pointless at near max level

    • @JoshuaSmith-hl1xj
      @JoshuaSmith-hl1xj 9 месяцев назад +4

      Casting shield every turn would make your wizard a better tank than most marshals since they never fixed or removed the 1st level feat that gives medium armor and shield training. To early for spell mastery.

    • @imthestein
      @imthestein 9 месяцев назад +2

      @@JoshuaSmith-hl1xj sure, that's actually a reasonable counter. Maybe have restrictions like it must cost an action normally. Obviously some tweaks would need to be done

  • @ninjasquirrels
    @ninjasquirrels 9 месяцев назад +1

    I’m liking this - it’s tighter and more streamlined, more thematic customization, more flexible within your subclass yet easier to work through etc.
    I’m going to ask my DM if I can use this in our next campaign starting in a few weeks.

  • @jr1100123
    @jr1100123 9 месяцев назад +3

    Can we go back to letting Warlocks choose Intelligence, Wisdom or Charisma, I'm fine with Pact Magic but that option was fun and customizable to not be locked into Charisma.

  • @KingBenzworth334
    @KingBenzworth334 9 месяцев назад +14

    So basicly the Brawler is here because it was easier to dress up the fighter as a hand to hand class instead of just improving monk in a meaningful way. I aint gonna lie i feel like they are gonna get rid of the monk instead of putting any reasonable effort towards improving it.

  • @Aligariusful
    @Aligariusful 9 месяцев назад +4

    No Necromancer for Wizard, eh? I distinctly remember them saying in some of the earlier playtest videos that we would be seeing it eventually. Ah well.

    • @portsyde3466
      @portsyde3466 9 месяцев назад +3

      I do to. Granted, it sounded like a personal/non-scripted question from Todd (probably because he really likes Necromancer) and at the time, Jeremy may have been caught off guard or actually thought that Necromancer would make it to the new book. They did say though that any subclasses that weren't ported over from the old PHB can still be used as is. Would've been nice to get an update though.

  • @peterrasmussen4428
    @peterrasmussen4428 9 месяцев назад +4

    I liked most of what I heard here, but I am really missing some discussion on high level martials, there was a little bit about reigning the wizard in just a bit, but all the goodies for martials seemed to come below level 10.

  • @fasterpet
    @fasterpet 9 месяцев назад +4

    Barbarians:
    I guess the d12 die on crits is nice, but I really don't think it matters. Could be +100 flat damage. I played a half orc barbarian and just didn't crit much. Often when I did, it was on an already weakened enemy and the dm said I didn't even need to roll damage. I got a useful crit once every month or two - not a lot for a core feature of the barbarian. At my table, we played about 4 hrs per week, so only one combat of about 4 rounds. Reckless attacking + two attacks (0.925^8) 54% chance I wouldn't crit on any given week. Really seems like a nice ribbon feature but doesn't excite me. An extra 6.5 damage occasionally when the casters are sculpting spells, flying, and doing cool stuff really just feels bad.

    • @potest_nucis8012
      @potest_nucis8012 9 месяцев назад +2

      As a player with barbarian experience, would you say something extreme like a buff to reckless attack being “if you haven’t moved and haven’t taken actions or bonus actions you can make a singular melee reckless attack against one enemy. If that attack hits it’s a critical hit. Attacks against you have advantage until your next turn” in place of brutal critical would be good enough or too broken?
      Asking as a homerule justification

    • @nojusticenetwork9309
      @nojusticenetwork9309 9 месяцев назад +1

      ​@@potest_nucis8012I think there's too much focus on the idea of landing criticals. Reckless Attack already is increasing one's chances of getting a critical hit and that's a base Barbarian feature, other classes need specific subclasses to get something similar and they are all conditional. Brutal Critical isn't great, but it's also not the core of what a barbarian is or what they do.
      I think what you're wanting is just bigger explosive damage to which I say, you don't need to mess with the base class to do. Magic Items and feats are a better route to go. Feats would be my recommendation so that any Barbarian can grab them if they do choose. Design a feat that's slightly situational but effective. You're looking to let a barbarian FEEL powerful without going overboard.

    • @NFBR-87
      @NFBR-87 9 месяцев назад +1

      The barbarian should do critical on command or at least have enhanced critical. I would propose a kind of Action Surge that instead of the additional action, allows the barbarian to do critical (if it hits)

    • @potest_nucis8012
      @potest_nucis8012 9 месяцев назад

      @@NFBR-87 yeah that’s what I feel with these critical base class features

  • @sethperlman5281
    @sethperlman5281 9 месяцев назад +1

    The absolute irony of saying it’s too powerful to expand Barb’s crit range like the Champion because of Reckless Attack, then turn around and give Champ 1xturn free advantage.

  • @MrTino12
    @MrTino12 9 месяцев назад +14

    Anyone else want more non-magical barbarian and fighter subclasses? Feels like most martial subclasses have magic anyways in some form.

    • @ligerdrag20
      @ligerdrag20 9 месяцев назад +1

      This Barbarian subclass sounds lame.

    • @crouchingmarker
      @crouchingmarker 8 месяцев назад +1

      I mean, the new fighter subclass hits people with chairs.

  • @solgast
    @solgast 9 месяцев назад +1

    Interesting paths. Looking forward for more adventures.

  • @bolsachem
    @bolsachem 9 месяцев назад +16

    i really dislike how close to 5e they have to stay, it took away a lot of risks and opportunity to make real changes

    • @ether4211
      @ether4211 9 месяцев назад

      This is the downside of the UA process. Big improvements like making Warlocks a clear half-caster with more flexible spellcasting vs a less-good full caster got voted down by people who liked the 5e version and couldn't handle them being a clear GISH class. The pact magic system SUCKS but enough people complained that they had to give up on fixing it.

    • @dubiousdevil9572
      @dubiousdevil9572 9 месяцев назад +3

      Big changes are fine if they don't suck. The problem is most of the big changes they wanted to do sucked.

    • @craigauty8874
      @craigauty8874 9 месяцев назад +2

      ​@ether4211 no, Pact magic needs work but making warlocks a half caster was not the answer. They took away invocation options by taxing them to get mystic arcanum and slowed spell level progression down. Warlocks were terrible in the last UA, just give the people what they want and have Pact slot numbers increase in line with proficiency bonus (limited to class level obviously).

    • @ether4211
      @ether4211 9 месяцев назад

      @@craigauty8874 that's the problem, Warlocks SHOULD be half casters on par with the Artificer with more of a focus on Invocations vs simply trying to replicate a full caster. This way you have an arcane half caster in the PHB to work alongside the Paladin for Divine and Ranger for Primal. However people had a dummyspit at the idea of slower spell progression. I'm glad the new UA increased Invocations again but we missed out on having the chance to push for players to get to 10-14 invocations with total freedom to mix and match higher level 'one per day' spells and/or 'always on abilities'. Instead people gave up the ability of more warlock exclusive invocation stacking for once per long rest spells...which made warlocks less interesting/unique.

    • @simonfernandes6809
      @simonfernandes6809 9 месяцев назад +1

      Backwards compatibility with 5e while still improving the game play was the goal.

  • @GMJoeGrey
    @GMJoeGrey 9 месяцев назад +1

    TBH, I liked the idea of the spell list by theme with a small list of class exclusives. What I didn't like was the arrangement and how bard seemed to be more expansive than wizards but only by the means of magical secrets, I think bards being able to pick was a really good idea. So I'm actually a little saddened to see them go, but I prefer the classes having identity over the arrangement of spells. That being said, love the flavor of WT Barbarian, but Brawler really makes me ask "why play a monk?" Monks really need to gain weapon mastery options from unarmed strikes.
    Also this rules revision is really going to have me hard pressed to spend a bunch of money to get these classes and subclasses, feels like the changes are errata at best. I can't see spending $50 on this book and feeling good about it.

  • @flanbeau
    @flanbeau 9 месяцев назад +1

    "One of the huge issue with counterspell was that It was no harder to counter a arch lich than a sixth level wizard".
    Somebody is a huge Vecna fan and took it very personally that Scanlan was able to f**k him. Deal with it, that was a genius move!

  • @Bro490
    @Bro490 9 месяцев назад +2

    Counterspell should be brought down to a second level spell slot, its very similar to hold person now. it does only cost a reaction, but its uses are also much more limited and only lasts 1 turn on success. And having no benefit to upcasting it is a feel bad imo specially for warlocks.

  • @Redacted_Ruler
    @Redacted_Ruler 9 месяцев назад +4

    As a wizard main. I now cry every night knowing we aren’t ACTUALLY better sorcerer anymore.

  • @megainme
    @megainme 9 месяцев назад +1

    The new Counterspell is good, but I think there should be a new ruling for spellcasters if they are making Con Save against the casting of Counterspell, that they should use their spell modifier (Charisma, Intelligence or Wisdom) in place of their Constitution modifier. This will in fact balance Counterspell, since the classic spellcaster depictions are glass canons who might not focus their points into Constitution. This will in fact make War Caster a more desirable feat, in case spellcaster VS spellcaster Counterspell war. The end goal is that the PC casting Counterspell will still have a challenge against a BBG who might have a 22 Int score that can add their +6 Int mod in lieu of their Con score for the Constitution Saving Throw needed to overcome the PC’s Counterspell and vis versa.

  • @Jibble-Dip
    @Jibble-Dip 9 месяцев назад +4

    Why is it they needed to chop down the entire concept of Arcane, Divine, and Primal spell lists to avoid harming Wizard’s class identity? Isn’t the more obvious answer to give Wizards spell list expanding features? “The Wizard’s spell list isn’t the biggest anymore, so instead of making it bigger, we’re going to go back to every other class’s spell list being smaller.” So backwards, like why make a new book if you’re too scared to develop meaningful changes? That’s called a $70 errata. If I want to play by 2014 rules, I’ll use the 2014 handbook.

    • @5-Volt
      @5-Volt 9 месяцев назад +1

      One obvious spell list expanding feature that I've always wanted personally is for Wizards of a certain school to get access to ALL spells of that school. Especially with the change of healing spells from evocation to abjuration. Didn't really make sense for the Evoker to be able to heal but the Abjurer? Why not?

    • @Csiki27
      @Csiki27 9 месяцев назад +2

      They just don't know what to do with the Wizard, that's all. It's full of empty levels again. They made obviously OP changes last time (spell modify, creation) and instead of fixing it they just stepped back.

  • @dankahrs5433
    @dankahrs5433 9 месяцев назад +1

    Can you please add the Finesse property to the sickle? And the handaxe to give the rogue additional weapon possibilities?

  • @kredik5796
    @kredik5796 9 месяцев назад +11

    Whether you keep or remove the shared spell lists, there will still be a significant overlap in the spells that spellcasters can use. What truly sets casters apart are the specific spells unique to each of them. The distinctiveness doesn't arise from grouping shared spells and labeling those groups.
    Shared spell lists serve the purpose of aiding players and DMs in navigating the hundreds of spells available. They don't diminish individuality nor contribute to distinctiveness. If your aim is distinctiveness, be more discerning in selecting which spells should be shared among casters, and perhaps limit the pool of shared spells. Then, create unique spell lists for each class and subclass. Don't remove a tool that simplifies players' experiences.

    • @kamchatmonk
      @kamchatmonk 9 месяцев назад +3

      Shared spell lists made the universe consistent. Why can a bard cast a spell that a wizard can't, how does it work, where does it come from? Unified spell lists made it clear where the magic comes from and what forms it can assume. Classes could have features granting access to unique spell-like abilities like paladin smite or wild shape. As for wizard identity, I'd just cut out a part of arcane spell list and made it wizard-only on the basis of these spells being to complicated to understand without academic study that wizards undertake.

  • @daneroberts1996
    @daneroberts1996 9 месяцев назад +1

    Looking forward to reading the detailed pdf, these changes all sound very fun and interesting (though I am a little sad about modify and create spell being gone, they were definitely a little powerful but I loved the idea of them)

    • @ElocNodnarb
      @ElocNodnarb 9 месяцев назад

      I’m kinda hoping that they add them on as Optional Features and give them the same sort of warnings that Firearms have today.

  • @chadculotta8278
    @chadculotta8278 9 месяцев назад +6

    I am severely underwhelmed by this UA 7. It's basically 2014 PHB + XGtE + TCoE with a few nerf and several buffs. We do not need a new PHB for this stuff. Another book like Xanathar's and Tasha's will do just fine.

  • @drjimnewman
    @drjimnewman 9 месяцев назад

    So, if we can play the abberant mind straight from Tasha's but sorcerous origin now kicks in at third level, how do we get our additional sorcerer spells at level 1, when we haven't chosen our subclass yet?

  • @marcducorsky8736
    @marcducorsky8736 9 месяцев назад +17

    Arcane Archer with more than 3 arrows a long rest from level 1-20. Add Thrown Weapon fighting for a fighter style feat. Monks having access to martial weapons so they can get some of the GOOD feats. a slight bump to MA damage dice and getting damage dice for Monk Weapons. Let monks perform their class features for free BUT it costs discipline points to enhance them. Gain feature = 1 point for boost, next boost = 2 points, next boost = 4 Ans so forth depending on feature and possible number of boosts. SO at some point at each tier their monk ability gets a bigger and bigger boost. (But the boost should be worth the investment) FOR EXAMPLE: deflect missiles. already free but for each boost, Monk can use feature one additional time per turn for self or ally 5 feet away.

    • @JoshuaSmith-hl1xj
      @JoshuaSmith-hl1xj 9 месяцев назад

      Sadly I don't think they will pick arcane archer as the 4th subclass for fighter, it will most likely be cavalier.

  • @tutepr107
    @tutepr107 9 месяцев назад +1

    So, reading through the changes: with Mystic Arcanum reverting back to 2014, what happened with those invocations that were eliminated in playtest 5 in lieu of it--like Sculptor of Flesh? Are they gonna be added to the Warlock spell list, still invocations, or gone the way of the Dodo?

    • @Rubycule
      @Rubycule 9 месяцев назад +1

      I assume all of those spells will be on the warlock spell list. Still would have preferred universal lists.

  • @Phourc
    @Phourc 9 месяцев назад +2

    _"Wizard players could only have fun if they had more spells than anyone else."_
    Bruh.

  • @GregJMelo
    @GregJMelo 9 месяцев назад +11

    All I hear about One D&D is that you're moving feats and spells around.
    A new player is either going to be intimidated by this, or glaze over it completely.
    And old player is going to see their character as a mech to pilot in a video game.
    Meanwhile, I feel like DMs are getting no support, and the core problems with 5E (combat bloat, unkillable characters, a super jank magic system) are being ignored.
    You're honestly pushing me away from D&D.

    • @ether4211
      @ether4211 9 месяцев назад

      The DM stuff is coming once they finish playtesting the Players Handbook. They've been up front/transparent that they are working on the DMG once the PHB changes are locked in.

    • @GregJMelo
      @GregJMelo 9 месяцев назад +1

      @@ether4211 glad they're prioritizing arbitrarily shuffling around abilities over addressing the core system and how the game is run 🙃

  • @davidhowe3257
    @davidhowe3257 9 месяцев назад

    This is the most excited I've been for a fighter!

  • @icywinterof88
    @icywinterof88 9 месяцев назад +2

    Maybe its because I am old now, but is it possible to lower the volume of the intro and outro sound effect? They always surprise me and hurt my ears. That is all, thank you for your time.

  • @compox
    @compox 2 месяца назад

    I actually loved the spell lists, or rather, especially for warlock, it made sense goven it's an otherworldly entity to give you powers, that you're not really restricted vs what a sorcerer or warlock can choose from.

  • @Mr_Maiq_The_Liar
    @Mr_Maiq_The_Liar 9 месяцев назад +3

    Let's compare brutal critical to divine strike. Brutal critical adds 6 and a 1/2 damage. Every time you create divine strike adds 9 damage every time and also 4.5 every time you dont.
    When you think of brutal critical in the way of what if hunter's mark only worked on crits It becomes very readily apparent that it's actually a very bad feature even if you have advantage. Yet you get it 3 times as 3 high level exclusive class features
    But if it also had a crit range improvement. Even with advantage, The increased chance of creating the increased damage of critting and the increased chance of doing that increase to damage would all Add up to a quantity of damage that is similar to divine strike.
    Is that not reasonable for a 13th level feature? Surely I can get the brutal at level nine the savage (increased range) At level 13 and then you can think of another barbarian feature. Because the biggest complaint about barbarians is that there's not enough incentive to continue in the class past level 5 Unless you plan to go all the way to 20.

  • @dakotaabrams4491
    @dakotaabrams4491 9 месяцев назад +1

    I think maybe the solution they used for the Fighter's Superiority Die would be a great solution for the Monk's Ki Point issue as well. Let Monks have 1 "free" Ki point every round or something. "Mastery of Flowing Ki" starting at level X, the first time you would spend a Ki point on your turn, reduce the cost by 1

    • @AnnihilateTheHeaven
      @AnnihilateTheHeaven 9 месяцев назад

      they said they are doign that basically next packet

  • @kenbeckman8013
    @kenbeckman8013 8 месяцев назад

    I love how JC is completely oblivious to the interviewer's joy.
    JC: You can't use Action Surge for magic anymore.
    Interviewer: OMG I got so much joy for doing that.
    JC: Hehe yeah that's cool but stop it that's badwrongfun.

  • @WalkOnNick
    @WalkOnNick 9 месяцев назад +2

    I think there still should be a tie to the spell level that is being countered. Such as the target having advantage on the saving trhow if the used spell's level is greater than the counter spell. It seems off to be able to relatively easily counter a 9th lvl spell with any 3rd lvl spell slot.

  • @aggarius2944
    @aggarius2944 8 месяцев назад

    With the counterspell change, does holding a spell as your action no longer waste it since you never finish casting it? Its not like you already cast the spell or else holding an attack wouldnt make sense

  • @macromondo8026
    @macromondo8026 9 месяцев назад

    So far I really like Inate Sorcery and I'm dying to playtest a Wildmagic Sorcerer with these rules, as a feature I find it incredibly thematic giving the Sorcerer something that makes his magic feel unique and more "alive" sort to speak, mechanically speaking is a great buff and the fact you get it at level 1 is just fantastic since it guarantees Sorcerers will get to play with it for the entire campaign, nice work!

  • @DemoBytom
    @DemoBytom 9 месяцев назад +1

    Ok but why doesn't counterspell doesn't work on Magic Action? Isn't that the reason why you introduced it in the first place?

  • @Delalow862
    @Delalow862 9 месяцев назад +36

    I want to see a better Monk and Warlock!

    • @somekidonline1242
      @somekidonline1242 9 месяцев назад +2

      So does everyone else

    • @alfonsocruz6100
      @alfonsocruz6100 9 месяцев назад

      YES!
      I've been playing monk for years and tbh it is weaker, but in a way that even with peak roleplaying skills (yeah yeah, I'll be narcicistic, sorry guys) it stll lacks in ways to stay reliable in comparision to the other clases at high levels of play

    • @NFBR-87
      @NFBR-87 9 месяцев назад

      They seem to be replacing the monk with different subclasses. Brawler is a repugnant example.

    • @Delalow862
      @Delalow862 9 месяцев назад

      @@NFBR-87 They did say in the video that Monk will be in the next UA as they are working on the feedback they got from it

    • @dubiousdevil9572
      @dubiousdevil9572 9 месяцев назад

      ​@@NFBR-87good

  • @Jeffcostarica
    @Jeffcostarica 9 месяцев назад +6

    Gotta say it: Fighter Brawler > Entire monk class?
    Sad truth...

  • @kurtoogle4576
    @kurtoogle4576 9 месяцев назад +1

    I read the UA Playtest 7 and love the vast majority of it! Hoping that people will vote down features that refresh Rage, Ki, & Spell Slots only when those pools are empty! Love the idea of refreshes, but this will just encourage strategically dumping pools, which is an unnatural play experience. Also, please ask that unarmed attack specialists (Monk, Brawler) gain access to the Sap, Slow, & Vex Weapon Masteries!

  • @TheLeander21
    @TheLeander21 9 месяцев назад +2

    I'm excited for MCDMs rpg

  • @roninhare9615
    @roninhare9615 9 месяцев назад +13

    I think weapon mastery’s are great, but I feel battle maneuvers should be base line for all fighters. For base fighters I feel you could get 2 maneuvers and they refresh on a long rest and you get a few more maneuvers as you level higher in the class. Battle master could get more maneuvers and refresh on a short rest.

  • @CavemanToaster
    @CavemanToaster 9 месяцев назад +2

    41:18 the audacity of this man... the passive aggressive "uhhh the whole community is wrong, and martial class actually do more damage".

  • @thiagoknofel8982
    @thiagoknofel8982 9 месяцев назад

    About The Idea of a especific terrain feature for The Ranger, and things related, i would like to sugest for The playtest 8:
    (I really would like to know your opinion, guys)
    -Expertise: Separate from deft explorer, granting the benefit in two skills as occurs with rogue and bard. Later the Ranger receives expertise in two other skills, totaling 4 as with other classes focused on Skill.
    -Reason: It would guarantee full efficiency as an expert, not falling behind classes supposed to be specialists in another area of activity.
    -Deft Explorer: Completely redesigned. The Ranger receives this benefit on a number of lands he has come into contact with, like, up to the amount of half the level (rounded up) + wisdom bonus. In them, the character and allies who can see him up to 30 feet do not suffer from difficult terrain arising from natural areas, and the ranger can use stealth, study and surch actions related to the terrain and its creatures as a bonus action.
    -Reason: When an action can be performed as a BA, this means it can be performed twice as many times per round, effectively doubling your chances of success and/or cutting the time to perform a task in half (perfect for representing someone familiar with with an environment).
    -Favored Enemy: The ranger adds hunters mark to his list of spells known. If you already have it, choose another spell. Additionally, as part of the bonus action used to cast or designate a new Hunters Mark target, the Ranger performs a Study action with the appropriate Skill to identify details about the creature. You will receive an advantage if the creature is related to known terrain (Deft Explorer). For every 5 above the Skill CD to identify the creature, hunters mark will be cast 1 level higher.
    -Reason: extra information about a prey's weaknesses and habits is flavorful, and the upcast represents that the Ranger has intuited more efficient ways of not losing his tracks and even causing more damage.
    PS: It would be great if hunters mark became concentration free after a certain casting level, as happens with bestow curse.
    -Deft Explorer Improvement: the Ranger adds his Wisdom Bonus in Study Actions related to known terrains and their creatures. When on familiar terrain, it adds a wisdom bonus to its initiative and cannot suffer the surprised condition.
    -Reason: Walter is simply not surprised by anything in Texas, just like Aragorn in Middle Earth.
    -Natures Veil: The ranger adds Invisibility to his list of spells known. When on known terrain, you can cast Invisibility on yourself as a bonus action and when the spell ends because of an attack or spellcasting, it will still last until the end of your next turn.
    -Reason: increases versatility since invisibility is something quite versatile, as it creates a mechanism related to the environment to add flavor. At this point the Ranger would have, on average, 7 to 10 known terrains. Added to the number of spell slots, use as intended will be quite frequent.

  • @ultimor1183
    @ultimor1183 9 месяцев назад +12

    JUST GIVE FIGHTERS MANEUVERS! Or at least make the options more interesting and varied than just making them do a saving throw.

    • @kaylaa2204
      @kaylaa2204 9 месяцев назад +4

      Literally, fighters in other systems are fighters becoming they’re the best at fighting. In the older editions of D&D alone, fighters got the best chance to hit and up to 3 attacks per round, double that if hasted
      But 5e seemed to think that a fighter being able to get 1 extra attack and otherwise attack just like everyone else, while giving every other class a method to get action surge with only a small dip into fighter, was enough to make the fighter distinct
      That’s the problem with this game, they got such a hardon for options that no one class is truly unique in what they can do.

    • @phillconklin382
      @phillconklin382 9 месяцев назад +1

      I like how Baulders Gate 3 does it giving unique attacks depending on the weapon.

    • @SeanBoyce-gp
      @SeanBoyce-gp 9 месяцев назад

      It's half a solution. It fixes Fighters but it doesn't do anything for any of the other martial classes. But I agree that Maneuvers could afford to show up more places and more often.

  • @anderssterby1094
    @anderssterby1094 9 месяцев назад

    Is it just me, or does any of the changes Jeremy mention about the Wild Magic Sorcerer actually appear in the PDF?

  • @aadharmendiratta7632
    @aadharmendiratta7632 9 месяцев назад +1

    I would prefer if Magical Cunning came online at lv5 but gave you 2 spell slots back and stayed that way.
    I also would have preferred it to be called 'Eldritch Cunning'

  • @Kmaitland89
    @Kmaitland89 9 месяцев назад +5

    Counter spell change sucks.

  • @Leviathan9173
    @Leviathan9173 9 месяцев назад

    Glad they're adding more features to Marshall classes that will hopefully help in the comparison to spell casters as spellcasters get all these different spells and Marshalls get nothing. So adding more Marshall features is really exciting. I also feel their comments on the battle master. It's not that people don't want what the battlemaster gives out. It's that there aren't as many interesting maneuvers that fit better with other subclasses. I feel people would like the features of the battlemaster throughout all fighter If there were specialized features for each subclass, that would give a huge amount of variety like spells for spellcasters

  • @Buri13
    @Buri13 9 месяцев назад

    Do the new counter spell rules also imply that readying a spell no longer consumes a spell slot if the trigger doesn't occur?