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2023-04-26, 01:50 PM (ISO 8601)
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Re: Unearthed Arcana - PH Playtest 5 - One D&D
I'm sorry, but this still doesn't make sorcerers and wizards peers, let alone equals. Wizards look busted as hell with Modify / Create Spell. Sorcerers got Twinned Spell nerfed HARD. And Sorcerers still don't get anything like Arcane Recovery, or ritual casting. That irritates me, because I LOVE wizards and I want to love sorcerers. But this? This ain't it, chief.
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2023-04-26, 01:54 PM (ISO 8601)
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2023-04-26, 01:56 PM (ISO 8601)
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Re: Unearthed Arcana - PH Playtest 5 - One D&D
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2023-04-26, 01:56 PM (ISO 8601)
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Re: Unearthed Arcana - PH Playtest 5 - One D&D
Is no one going to address the sorcerer's new 18th lvl ability!!!
They essentially get a the ability to cast any spell of any lvl below 9 once a day, and can also use the other, weirder part of Wish an infinite amount of times. This seems like unnecessary amounts of worry for the DM, as now an 18th lvl caster can cast a wish every day with no chance of losing it. This seems rather OP.
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2023-04-26, 02:00 PM (ISO 8601)
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- Nov 2006
Re: Unearthed Arcana - PH Playtest 5 - One D&D
The Warlock cantrips aren't on the Arcane spell list, so you cannot choose them outside of the Pact Boon feature. The fact that they aren't on the Arcane list does prevent Magic Initiate from choosing them, but making them class features rather than spells would also accomplish that goal.
I suppose it does leave open the possibility of another class/subclass granting the spell specifically. But making these features into spells seems like a solution in search of a problem.We don't need no steeeenkin' signatures!
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2023-04-26, 02:05 PM (ISO 8601)
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2023-04-26, 02:19 PM (ISO 8601)
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- Nov 2015
Re: Unearthed Arcana - PH Playtest 5 - One D&D
All right, I finally finished reading the entire 50 stinkin pages. lol.
I guess I'm the oddball here, as I actually quite like nearly everything in this one. Just some quick notes:
Mastery: I'm of two minds here. On the one hand, it brings much needed variety and versatility to weapons specifically and martials in general. OTOH, it promotes the Golf-Bag-of-Weapons thing, and I foresee it either requiring a lot of micro management or being a set-it-and-forget-it mechanic, depending on the player.
Spellcasting: They removed the stupid ass "Prepare spells equal to your spell slots" wording!! This is fantastic!!
Barbarian: Damn near perfect, imo. I'd prefer to see Brutal Critical earlier, but I can live with it at 11th level. And Frenzy is actually useful now.
Fighter: Also pretty good. Not as good as the Barbarian, but good. The Champion is supposed to be dead simple, and it is. Call it boring if you want, but it hits the mark.
Sorcerer: Other than Twinned Spell, this is also really good. But they nerfed Twin hard. I'm definitely not happy about that. I really like the sorc-only spells here too. They're thematic and flavorful, and feel about right for a sorcerer. I only wish they'd shown the Wild Magic sorc instead of the Draconic sorc. Oh well.
Warlock: Again, I'm going against the grain here. I think changing warlocks to half-casters is a good idea. I'm not so sure about making Mystic Arcanum an Invocation, but I'm willing to give it a shot. Overall, I'm cautiously optimistic with the warlock in this UA.
Wizard: I love the laser focus on scholarly learning and preparedness here. I agree that the Scribe/Modify/Create spells should probably be class features, but I can understand why they're not, so it's whatever.Insert Clever Signature Here
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2023-04-26, 02:30 PM (ISO 8601)
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- Apr 2020
Re: Unearthed Arcana - PH Playtest 5 - One D&D
I don't like this change. First, I don't think the people giving feedback that they want warlocks to cast more spells meant that they wanted their level 12 warlock to be able to cast half a dozen first-level spells a day (and nothing above third level). Second, they did a good thing by getting rid of some of the invocation "taxes" (e.g. Thirsting Blade) and adding an an extra invocation, but then they more than negate that by cutting ALL mystic arcanums (arcana?) from the class features and making you spend invocations on them.
Warlocks as half-casters, man, really just doesn't work for me. Previously you could eldritch blast (or go pact of the blade) for a repetitive but competent baseline contribution to combat, but you had powerful spells to spice things up once or twice a combat. Now it's usually a waste of an action to cast a spell (other than eldritch blast) in combat. It's fully possible that a playtest warlock can still be reasonably powerful (Shield is great, etc.) but I don't like the change.
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2023-04-26, 02:33 PM (ISO 8601)
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Re: Unearthed Arcana - PH Playtest 5 - One D&D
The shown martials and sorcerer seem cool, haven't given warlock enough thought yet but making Mystic Arcanum into invocations really limits invocation flexibility and I think that's a tragedy.
Did Wizard get hurt at all outside of less prep spells? I get that the meme is they always get the good stuff, but it feels like a lot of classes took nerfs going to 5.5e and Wizards gained the ability to pay for permanent metamagic (this is cool, I'm mainly talking relative power to other classes) and also the ability to get medium armor and shield prof off of one feat.Last edited by verbatim; 2023-04-26 at 02:33 PM.
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2023-04-26, 03:09 PM (ISO 8601)
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- Apr 2020
Re: Unearthed Arcana - PH Playtest 5 - One D&D
For a less negative response, I like the barbarian a lot and the fighter a decent amount.
Fighter: The nerf to action surge kinda hurts but it was always dumb to see wizards take levels of fighter to double-cast spells, etc. Indomitable is another big, good change. They did a good job overall of keeping the higher levels spicy - it's no longer the case that you feel like you're playing suboptimally by not taking levels of barbarian or rogue or something after level 11. Weapon Adept is pretty cool - you're making actual round-by-round tactical choices with it. Weapon Expert (the level 7 one) is weirder - how often will you actually switch your mastery for a particular weapon on a long rest? But given how many magic longswords there are in the game and how terrible Flex is it'll definitely get use.
(Another note on mastery traits: it's cool the way that the trait prerequisite works, so that e.g. you can put Push and Topple on your longbow because longbows are Heavy. Lots of cool options there.)
Barbarian: Ah, the barbarian, the master of stealth, with a minimum roll of 20 on stealth checks even in heavy armor as long as he's angry enough. (I kid.) Very cool changes overall. I actually really like the skill stuff - stealth could be odd but it could also make a lot of sense in some cases, so I don't mind it being on the list.
Wizard: (Time to be negative again.) OK, if evoker is one of the subclasses, and we only get 4 per class, who else makes the cut? Definitely diviners, necromancers, and abjurers, right? Also, wow, they did NOT balance Modify+Create Spell. Like, the following are all now basically rituals: Control Weather, Mirage Arcane, Contingency, Guards & Wards, Scrying, Hallucinatory Terrain, Fabricate, Clairvoyance. And that evoker subclass sure was unique from level 3 to level 9, when all the sudden every blasting spell in the book gets modified to only affect enemies.
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2023-04-26, 03:14 PM (ISO 8601)
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- Sep 2021
Re: Unearthed Arcana - PH Playtest 5 - One D&D
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2023-04-26, 03:16 PM (ISO 8601)
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- Feb 2018
Re: Unearthed Arcana - PH Playtest 5 - One D&D
Looking at Warlock and Sorc's level 18 features against each other is absolutely hilarious
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2023-04-26, 03:24 PM (ISO 8601)
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- Jan 2018
Re: Unearthed Arcana - PH Playtest 5 - One D&D
I'm starting to appreciate 5e as-is much more now.
I may grab a few of the new fighter features and the sorcerer's new spells-per-day chart, but that may be it.Last edited by paladinn; 2023-04-26 at 03:26 PM.
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2023-04-26, 03:26 PM (ISO 8601)
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- Jan 2016
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2023-04-26, 03:28 PM (ISO 8601)
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- May 2019
Re: Unearthed Arcana - PH Playtest 5 - One D&D
I agree, honestly. If this change is stuck with, I think I'd like Mystic Arcanum to not compete with invocations. But Pact Magic was one of Warlock's unique traits and while we have a stated justification for the change:
The most-requested change to Warlocks has been for them to be able to use their spells more often. They therefore now cap out at 15 Spell Slots instead of 4.Last edited by Lavaeolus; 2023-04-26 at 03:35 PM.
Avatar by me. Behold my art thread for a bigger-resolution view.
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2023-04-26, 03:34 PM (ISO 8601)
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- Nov 2015
Re: Unearthed Arcana - PH Playtest 5 - One D&D
The most-requested change to Warlocks has been for them to be able to use their spells more often. They therefore now cap out at 15 Spell Slots instead of 4.
I guess the question is, what's the middle ground? People want more casting, but not on a "standard" caster chassis.
Personally, I'd just say they get more maximized spell slots. Perhaps capping out at 10-12 maxed slots instead of 15 single-level slots.Insert Clever Signature Here
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2023-04-26, 03:48 PM (ISO 8601)
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- Nov 2006
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2023-04-26, 03:50 PM (ISO 8601)
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- Apr 2020
Re: Unearthed Arcana - PH Playtest 5 - One D&D
I made a list in my post a couple up from yours. Scrying and Contingency are a couple examples that IMHO were partially balanced by the fact that they cost a spell slot. Now any time you've got 10 minutes to spare it's dumb NOT to cast your free Contingency. Scrying is even worse because there are plenty of times where casting it a dozen times in a row is probably more powerful than intended. (Bad guy beat the save DC? No problem, try each of his 400 minions one at a time!)
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2023-04-26, 03:52 PM (ISO 8601)
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- Jun 2019
Re: Unearthed Arcana - PH Playtest 5 - One D&D
The intention for Hex Master has to be you can cast Hex for free at 5th level, right? As written it obviously shouldn't be interpreted that way, but otherwise its significantly weaker than wizards 15th level ability to CHOSE a 1st AND 2nd level spell to get at will. Even free 5th level castings seems is weaker than sorcerer arguably wizard's 18th level spell.
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2023-04-26, 03:57 PM (ISO 8601)
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- Nov 2015
Re: Unearthed Arcana - PH Playtest 5 - One D&D
Insert Clever Signature Here
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2023-04-26, 04:02 PM (ISO 8601)
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Re: Unearthed Arcana - PH Playtest 5 - One D&D
The most-requested change to Warlocks has been for them to be able to use their spells more often. They therefore now cap out at 15 Spell Slots instead of 4.
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2023-04-26, 04:02 PM (ISO 8601)
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Re: Unearthed Arcana - PH Playtest 5 - One D&D
Don't know if this was the case in previous UAs but Hand crossbows are light, and the light description doesn't need them to be melee weapons for TWF. And with the attack rules that allow you to unequip and equip between attacks that means you can always have a hand free to load it.
Weird that Darts aren't light tho. Can throw two daggers but not two darts.Last edited by Hurrashane; 2023-04-26 at 04:03 PM. Reason: Spelling
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2023-04-26, 04:03 PM (ISO 8601)
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- Apr 2020
Re: Unearthed Arcana - PH Playtest 5 - One D&D
Options I'd consider:
1. Give them 1 more spell/short rest at maybe level 5-7.
2. Change the short rest mechanic to take 10 minutes instead of 30 so they party whines less.
3. Give them an ability to refresh their expended slots as a bonus action once/long rest.
But I feel that their reasoning is disingenuous to begin with. A level 20 warlock doesn't have 4 slots vs. 15 unless the party isn't taking any short rests; it should be 8-12/day, plus 4 more from arcanum which now costs an invocation, so overall this is basically a nerf in spells/day, not even to mention the fact that they're mostly unusably low-level.
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2023-04-26, 04:05 PM (ISO 8601)
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Re: Unearthed Arcana - PH Playtest 5 - One D&D
Most classes have SR refresh class abilities (like ki, channel divinity, bardic inspiration, wild shape). The only ones who don't are barbarians, rogues and sorcerers. Just make short rests 10 minutes and tie that to old school exploration turns so time feels like a meaningful resource. Worked great for me the last few years.
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2023-04-26, 04:10 PM (ISO 8601)
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Re: Unearthed Arcana - PH Playtest 5 - One D&D
Hoo boy. This is hilarious. I was not expecting WotC to go this hard with Wizard buffs. My predictions will be fully realized and spot-on if/when Monk comes out and turns out to be slightly nerfed compared to default Tasha-era Monk.
Seriously, Wizards get to prepare metamagic'd spells and then make them the default...and Fighters get to...have TWO basic weapon properties, most of which are lame, but only apply one per attack, or it'll be too broken!Elezen Dark Knight avatar by Linklele
Favourite classes: Beguiler, Scout, Warblade, 3.5 Warlock, Harbinger (PF:PoW).
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2023-04-26, 04:12 PM (ISO 8601)
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Re: Unearthed Arcana - PH Playtest 5 - One D&D
Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
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2023-04-26, 04:21 PM (ISO 8601)
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- Dec 2008
Re: Unearthed Arcana - PH Playtest 5 - One D&D
Right. I don't think you and I are going to get the warrior classes we want from this game. I just don't anymore. For the record, Crawford has said in the last two or three videos that:
1) Playing with these Masteries has been the most fun he's ever had playing a martial class. More than Tome of Battle. More than 4e. More than Superiority Dice in the final form and in the a bit more interesting Next Playtest where they refreshed every turn.
2) He's playing the Champion.
I'm pretty sure at this point what he wants and what I (and pardon me for assuming but I'm going to guess you as well) want are two diametrically opposed things.
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2023-04-26, 04:22 PM (ISO 8601)
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Re: Unearthed Arcana - PH Playtest 5 - One D&D
Does anyone else think it's weird you can be a fiend pact Warlock who summons a celestial familiar?
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2023-04-26, 04:28 PM (ISO 8601)
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- Nov 2006
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2023-04-26, 04:29 PM (ISO 8601)
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- Nov 2015