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Can we just say how ironic it is that Humans got an option to be Small but Dwarves, the iconic short race of every fantasy setting, is still only medium and classified in the same size category as Goliaths and Orcs?
I think it's just because dwarves are stocky, so they take up as much space as most medium creatures. Goliaths and orc are probably just under the cusp of being classes as large creatures, they are pretty tall and bulky races
I think Humans getting Small is largely in order to include dwarfism as an option for humans, for greater representation in the system proper, whereas before it had to be homebrewed. Theoretically, a human with dwarfism would be shorter than a Dwarf, who, despite being the iconic short race, are not, in fact, that short compared to other short species like Hobbits/Halflings and Gnomes.
@@gabrielbastos18 Despite the fact that, mechanically, being small has been completely washed away of everything but RP value. You're just at a disadvantage for only a benefit of moving through Large creatures really.
Also if they don't the versions in Fizbans will still be an option with the backwards compatibility. I also think this is at least partially intentional as you see that Gem Dragonborn are not covered by the new PHB Dragonborn version. I figure they want people to buy Fizbans still to get all that great Dragon DLC.
Yeah it feels really weird that they just reworked dragonborn to be better and then backpedaled. And even improved dragonborn weren't overpowered or even top tier.
@@hoid9407 yep. Fizban's have cool abilities you can use and access to some cool stuff you might want for a few character ideas, while the original book PHB dragonborn was stuck into being a Paladin to be playable.
Well tbf, this dragonborn would he more beneficial to spellcasters than the Fizban's one. I still prefer Fizban's personally for the extra little additions they made to each race, but it does make sense that they may be trying to make it so the breath weapon is viable for all classes, rather than just martials.
I'm in complete agreement. Improving something as time passes, then just falling backwards IS going back, instead of moving on and going forward, especially if players liked the changes that were made and they weren't broken.
If this is a "no edition" thing, where they're "not taking anything away" from 5e fans, then this technically means that all the older materials for 5e would still be legal tender. Which makes all of this incredibly confusing, as there's a bazillion things going on at once. Maybe they should've just gone for making it a 5.5e instead.
People are going to call it a new edition regardless of what the marketing people want, same thing happened with "D&D Next" which they tried to hang on to for a while until they realized everybody in the playtest was just calling it 5th edition.
Recently found the book "An elf and an Orc had a baby" so I have to disagree that the racial mixing in One D&D is the best we can do. It's a fantastic 5e supplementary book with rules for creating a balanced mixed-race character.
I'd say the race mixing presented in the PHB UA is great for simplicity. Slapping the whole system similiar to the one from An Elf And An Orc Had A Baby would be an overkill for the basic book
Or Pathfinder 2e's Half-X ancestries, where you can pick up pieces of both ancesteries via the Ancestry Feat system. Or even PF2e's Adopted by X feat, which let's you grab ancestry feats from another group so long as they are cultural, not biological
the playtest gives options for using races form the existing books and supplements you just have to pic where the ability score increase forms form either the race or background. so this 5e supplement is still valid to be used in the play test
My favorite change by FAR is the update to Dwarves' Stonecunning. Being able to get Tremorsense as a bonus action when you're in contact with stone is both incredibly flavorful and really cool mechanically!
@@ShugoAWay not really because dwarves were forged by moradin they are built strong and enduring. So unlike elves that need a few hundred years to adapt to a new environment, dwarves never need to they were built essentially perfect for anything. Also the “originality and flavor” wasn’t lost in fact it was much more focused
@@wrestlingguy8722 because that's something you put in if it's your idea of the character. Not every dwarf is born in a dwarf society, but every dwarf is born with some innate abilities, between those, tremorsense in stone. If you want your dwarf to know about stone, give it proficiency in mason's tools.
@@wrestlingguy8722 I mean you can still try to do that. You can use the tremor sense and knock on it, you would be able to feel any errors or cracks. And for the most part if your int wasn’t that high it rarly worked anyway so I think this is batter
"Ability score improvements no longer come from races, but instead your background." Thomas had never seen such bullsh%t before I'm probably just gonna stick wiþ 5e and take whatever bits i like from 1d
@@thestylemage2092 because i feel that the d&d races would have different averages. The average orc is stronger than the average human thats just how orcs bodies develop, it's like saying an average chimpanzee and an average human would have the same strengþ, when a chimpanzee is genetically prone to be stronger. And to use lizard-folk as an example like you do, in the lore, lizard folk deliberately choose to not breed wiþ smarter members because they see being smart as bad (it's only shamans that are allowed to be smart) so the average lizard folk wouldn't be as smart as others just because those genes would've been bread out. I don't mean to say that this is what i believe in real life, it's not, but in the world of d&d it makes sence a goliaþ is going to be stronger than a kobold because a goliath's biceps is as big as the kobold's whole body.
Luckily, all of this is designed to be “fully compatible “ with 5e, so if you like how the Fizban dragonborn breath weapon works, you can just….use it. Same with Trance, Stout, and weapon proficiency. 🤷♂️
@@ReclaimerMkII I’m not sure what that means. How would any tag they like stop me from just using whatever books I want? I already have Volos. I can use it in any of my games.
@@m.r.2066 Maybe they'll introduce _actual_ Rule Lawyers™ who will come to your house with a Rules SWAT Team™ and prize from your hands any books they don't want you to use. 😋
Elves have also lost their weapon proficiencies alongside the Dwarves. We must remember that these are playtest rules, and will more than likely change. I did notice that language section was dropped from most races, however, there is a Starting Languages section, where you get three (Common, a background language & a Standard language) which is has the advantage that you could play an orphan race that hasn't had contact with it's own kind.
I mean, that makes sense. Not every single elf is going to know how to use a bow, and not every dwarf is going to know how to use an axe. I always thought this was an odd feature, because it’s not like most classes that don’t have weapon proficiency are going to use weapons anyway because they really aren’t good
I don’t own Fizban’s, but from what I understand, it gave Dragonborn 1 breath weapon attack per attack action, allowing it to stack with other attacks but not itself. That’s definitely the best version of it.
I love all of this, especially if the DM is Sane, and rules that you can still use the older versions of the races if you want to. (Especially the half elf)
So humans can choose medium or small size, But Dwarves are just medium? I feel like if any race is in between enough to choose their size category it should be dwarves.
@@killcat1971 im pretty sure it's a feature meant to add to the notion that humans are versatile and customizable, not an attempt to avoid ableist themes.
I imagine Dwarfs are Medium only because if they made them small or gave them the option to be small they wouldn't be able to wield battle axes, mauls, and other iconic dwarf heavy weapons.
@@WumboGuy You mean like how they didn't change Orc's to avoid racism, or Drow to avoid the messy fact that they were a slave taking matriarchy, like they didn't have a specifically woke take to the release video?
@@killcat1971 well they did change the orcs for racism, because their classical presentation is super racist. And the woke shit is great, more woke shit makes sure the whiny racist neckbeards know they aren't welcome. But in this case It doesn't really make sense as an ableism thing. Apparently ever race in the book is genetically similar enough to mate with little to no issues. Which means that a Dwarf would be equally as capable of being born with dwarfism as a Human. So by that logic every race should have an extremely wide size range, but that isn't the case. It's just Humans and Ardlings, the two races that are clearly designed to be highly customizable. So your weird anti-woke whining doesn't even follow from a logical perspective. You just seized this as an opportunity to complain as I'm sure you often do.
I really hope they add the updated rules from fizban and motm to dragonborn, elves, and so on. It will be really awkward to implement in future games if the 5e books are backwards compatible.
Thought it was super weird to include Dragonborn at all since Fizban's wasn't that long ago & they definitely improved on them in that book. The Dragonborn are less unique in the UA...
Well there's also the fact that this dragonborn is actually an improvement for spellcasters. It's dealing slightly more damage on average & since the casters didn't have EA they didn't really benefit from that change in Fizabn's anyways. If they gave us the other additional features from Fizban's, and obviously gem dragonborn ancestry, I think it'd work just fine.
@@5-Volt They probably didn't want to throw options from a book less than a year old into a free document, the same with the updated trace, also keep in mind that this is a playtest so you can always use the coming survey to give WotC your input.
@@malmasterson3890 how is this an improvement for casters? The 15 ft range is dangerous for low level casters, and by the time they doing dips for armor proficiency, they have better things to do with their actions.
@@ShugoAWay I think if its someone you already know and trust not to just be cringe with it, it's fine for that sort of character to be easier to make within the base rules. But if it's just some rando you've never played with before then yeah, best to be cautious or just put your foot down and say "sorry, but catgirls do not fit in this setting" and encourage them to make a different character. I've never actually played dnd before since I don't know anyone who plays and don't want to join randoms (I have a hard time interacting with people I barely know), but I would personally never make those sorts of characters without getting a feel for the group first so as to avoid unintentionally becoming a problem player. Some aspects of such a character might be played up for laughs, but that wouldn't be an excuse to make that the entire character. They've gotta be interesting beyond the race/class combo and associated stereotypes. I would think the best way to go about it is make a generally likable character for your first time with any group, and then from there once you've got a good idea of the group's dynamic you could start playing more characters that could potentially be considered problematic for a newcomer since at that point they should be able to trust you to play that character without actually being problematic.
@@randomperson8375 cat girls can fit any setting really if you're not a coward about it. Oh no my taste doesn't match yours time to be controlling and gatekeep rather than having an above table discussion about what's going to be fun for the group before the game and make compromises like adults. Speaking as a dm, restrictive dm's are trash honestly.
I mean, why keep half elf and half orc as a separate race if they have new rules for half races? U can just make half orc and half elf now and it makes more sense since u take traits from both
@@runk3216 no, you can't you have to choose which you are going to be mechanically, which is EXACTLY the same as choosing the original race. Having a different look is worthless. Roleplay? Nah. Not anymore: every damned monster in the world is a player race (or will be).
@@gethriel idk where you’re getting the every monster will be a player race thing from but yea rereading the rules, they’re kinda just bad since having a half parent gives u no gameplay changes. It would work better if they had a list of primary attributes and secondary attributes so that way you get traits from both. Def going to suggest that to the devs.
Inspiration isn't a reroll anymore. You have to use it *before* the roll, and it gives you Advantage. They probably did this since Inspiration is so much easier to get.
@@joelrobinson5457 Well, right now the "old rules" are the current rules. If you don't like the proposed changes, be sure to download the Unearthed Arcana and, in mid-September, fill out the survey and tell WotC what you like and don't like. Or, do like a lot of people did when 5e came out and say "This isn't 3.5, so I'm not playing it". XD
I'm super pleased with them making the three universal spell lists, as this will make it easy for me to use the old elder evils 3.5 book and convert them with extra ease
I was confused about the feat for humans. They said all players start with a feat as part of building the background ... so it seems like humans get two level 1 feats.
@@frking100 Myself included, though I usually went for Heavy Armor Master. My position, simply put, is that NO character should be an Expert or Master of anything at Lv 1. And I think that's where they were going with the level 1 feats as well.
1DnD seems more like a 5.5E than anything with their reworked rules yet "all previous moduals will work" mentality. I also doubt that this will be "the end of editions" as that is an incredibly restrictive and narrow path to go down.
I mean, for anyone who wants a more complex system, they can always modify right? That's the power of the DM, you get final say over the rules and can change/add them as you please.
When I read that new beta playtest document, I was like, "I know a DM who will think about banning humans, at least once." I loved the human buff tho. Its interesting. Also Darkvision is getting saturated even more. everybody have got them.
At this point darkness is just irrelevant in dnd. It seems almost pointless to even bother with day night cycles unless there’s a shadow monk in your party or something like that
But that is why you make color coded puzzles and things that you can't see with Darkvision. Our DM tried to pull that with us once. He asked a question about who had darkvision as the night was starting out, a little accidental foreshowing for those paying attention. We ended up in this dark room that was completely black, and our exit closed behind us. We had to look for a switch and a code. Nobody could see anything but the stone. But I pulled out my flame tongue and was able to create some normal light and saw the switch and instructions. DM thought he had us trapped for a while. I think more stuff like this will be a great tool in the DM tool box.
The improvement here is that humans can't just grab high value feats right at level 1. I feel feats having level requirements is a solid fix to why many tables didn't allow variant human (or custom lineage).
@@mkhanson1440 Except why would this puzzle in an ancient underground ruin be color coded? Or even still HAVE any colors that aren't just crystals or precious gems? Besides all of that, unless the whole party has darkvision then someone's going to be holding a torch and thus make that whole idea pointless. Then there's the fact there's other ways to get around that like using stone mason tools to give your character a reason to be able to tell if there's wear on the puzzle's pieces from when it's moved or using like prestidigitation to see hand prints on the pieces to learn how to solve it. That DM is one of the VERY few that even bother trying to make darkvision a detriment, and it's honestly just a dick move to basically targeting players who pick one of the MANY races that just happen to have darkvision. You even said the DM thought he had you guys trapped for a while. But the thing is for the code and switch to be invisible the color of both has to be of a nearly identical shade of grey as the wall they're on, meaning even in the light it would be hard to spot them anyways. Anyone who thought for half a second would be able to call him out on that, and it would just look bad for him. All the ways I pointed out, the first being basically the exact thing you did, are probably also reasons why he didn't try that again. It's a little too easy getting around the whole 'only see colors in shades of grey' downside of darkvision that most DMs just don't bother trying to make it a hindrance.
thing to keep in mind with tremorsense is that it does not count as a form of sight meaning that if the creature is invisible you would still have disadvantage on attacks but will be able to find them and point them out to the party
While this is not technically about the race update, you misspoke about inspiration: the UA specifically says (pg. 19) that inspiration must be used BEFORE you make a roll, i.e. you can give yourself advantage once per day. That is a LOT worse then being able to re-roll a failed d20, but with how you can now gain inspiration from rolling a nat 20 (and the UA does say that a DM can still give inspiration at their leisure), we may have enough inspiration on average that this is change would be balanced.
i think i misread your post. i read it as that you can reroll with inspiration in 5e. at least you could read it like that. that isn't the case. but is think i'm just interpreting to much into your last sentence.
@@mahe4 @TheRainbowPitt While I've had DM's house rule it so that inspiration is a re-roll, I do think you're right that this is not strictly true for 5e. BUT DnD shorts said (0:44) that "basically, you can re-roll any d20 test", which is false.
@@levrapport2033 Except I think he knows almost none of us ever used inspiration as it's stated RAW, so he's not expecting us to change that mindset with 1D&D
In a campaign I play in, I'm playing a homebrew race my DM made called silenced. Without going into too much detail about the race, they have the physical characteristics of another race, but are born all white and without a tongue. For this reason, my DM also made CSL a thing, and it's been wonderful. I'm happy to hear this is getting incorporated into the rules!
I've seen nothing to make me want to switch to the new rules. Between the investment in the 5e books I already have and the changes that are kinda meh to most races, I think I'll be sticking to existing stuff plus the small homebrew tweaks we use at my table
I think warlocks should be in any category of magic casters. Divine, arcane, and primordial. Because it’s all about what patron you have and the patrons we have span all three of those categories.
I'm speculating that there may be other secondary lists, like an Eldritch list for the Warlock and a Martial list that’s shared by paladins, rangers, Eldritch Knights (who should probably be renamed Arcane Knights), Bladesingers, War Clerics, Hexblades etc., with spells like the smites or Hunter’s Mark. Each would still have a distinct flavour: paladin is Martial + Divine, while ranger is Martial + Primal, and Bladesinger (say) is Martial + Arcane. Different subclasses of warlock could be flavoured differently by combining different spell lists: Hexblade = Arcane + Eldritch + Martial, Celestial = Arcane + Eldritch + Divine, Archfey = Arcane + Eldritch + Primal. Classes and subclasses become Venn diagrams of spell access. Some of the current subclasses more than hint at this already, like the Divine Soul Sorcerer (Arcane + Divine). I like the fact that when you take Magic Initiate, your casting ability is not tied to the spell list you choose. However, tying Magic Initiate to the three basic lists instead of to a class does mean that you can’t use it to get Eldritch Blast without a dip into Warlock.
@@MikeReevesMcMillan They might make eldritch blast a feature of the warlock class like Previous editions and not a spell so that no one could get it unless they take a dip into warlock
@@MikeReevesMcMillan Also does that mean that counterspell is going to stop working on divine casters and primordial casters because it’s not an arcane spell?
I mean, currently, all warlocks pull from the same warlock spell list and get a few bonus spells depending on their patron. I suspect that if classes don't get unique spell lists, this is likely what they'll do with warlocks; they all pull from the arcane spell list (Their patron is whispering *arcane* secrets to them), but different patrons also grant different spells that count as arcane spells for you.
The reason for the Elf in the Player’s HandBook not having the trance proficiencies is because all three of the Elven lineages are from the material plane Elves like Eladrin and Astral Elves have that ability as they’re deeply connected with other planes
The removal of Half-Elfs and Orcs as distinct races is a pretty serious loss, it borderline just breaks Eberron as a setting since Half-Elves being such a prominent part of the world and the stories of several of the institutions and nations.
@@jtowensbyiii6018 Can you be more specific? What is it about the fact that half-breed races still exist, but don't have distinct mechanical effects for the game of Dungeons and Dragons attached to them, that is destroying decades of lore and settings?
Am worried that the removal of racial ability modifiers will make the races feel too samey and homogenous, but I think it can be avoided so long as the race features stand out enough to make them feel unique.
From Basic through 3.5e races always had minuses. Then the kid gloves came on and you can't have negatives on anyone, or even make some race/class combos suboptimal. So, it's getting even more generic.
Let's be real, having a +1 bonus on some dice rolls doesn't make for a good flavor nor provides a sense of mechanical variety anyway. Features are a much better tool for that.
@@bouboulroz No. However, certain rules and bonuses favor certain builds. Multiclassing, class levels, ability scores, etc. were highly limited by your race. You didn't find halfling wizards or and half-orc clerics were limited to 4th-level. 3e lifted most of those, but you still have favored class which limited multiclassing and ability scores which favored certain classes. A half-orc paladin really paid a penalty, making it rare. 5e, only has remnants of this in a half-orc paladin isn't optimal, but otherwise fine. Variant rules basically remove even this minor limitation. This does mean things are more generic. Races no longer have any preference on classes, all builds are equally valid, etc. This is a big departure from 1e dwarves which literally couldn't be magic users. Sandwich is correct, this makes everything generic. It isn't like 1e or even 3.5e games where certain things were unusual, races has preferences, etc.
@@BW022 the argument of build rarity was always an odd one to me in the first place. PCs are meant to have a greater destiny than NPCs by nature. We are already playing individuals that are either above or beside the norm of other people of the same race. They is no point flavorwise to limit a PC build with the mechanical rules that expressed the stereotypes of a race in the first place. And even if you wanted some race/class combinations that are more common, some synergies between features will obviously make some combinations considered to be better optimization, and therefore more common. You will still have some combinations that are rarer, they will just not be the same as before. There is always a meta in the end.
It's all woke bullshit. Can't have evil Yuan-Ti anymore or suggest that a seven feet tall goliath is maybe on average stronger than a 3-foot gnome without someone calling you out for 'bioessentialism'.
Tremorsense isn't a form of sight (from the UA) TREMORSENSE A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it’s detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense can’t detect creatures or objects in the air, and Tremorsense doesn’t count as a form of sight.
Inspiration does NOT let you re-roll a d20 on a d20 test. Inspiration gives you advantage. You have to use it before you roll. You do NOT roll once then decide to use inspiration because you rolled poorly and roll again.
No, you can't see with Tremorsense, from the rules glossary: "Tremorsense can’t detect creatures or objects in the air, and Tremorsense doesn’t count as a form of sight." Also you totally missed that Dragonborn now have darkvision.
@@soaringraven0 but Toph can make out the size and shape of things, Tremorsense only tells you that something is there, not what it is. and does not allow line of sight. Tophs typo of sight would allow line of sight and be able to target.
was looking for someone who noticed this, especially since immediately afterwards he included Darkvision in the ability list of Dwarfs. it took a literal homebrew injection via Matt Mercer's approved books to give Dragonborn their much deserved Darkvision in 5e in any capacity, and yet people keep skipping over that one new word...
Well, the best part is that if you don't like any of these races, you can still use the stuff from previous books in this new format, and it works the same. Personally I think these races are...okay? Half-elf is one of my favorite races, and I don't like that they've basically removed them entirely. Oh well, I'll just keep using the old races anyway. Oh and the ability for gnomes to make an object to create one effect of prestidigitation with a bonus action can be abused so...so hard by spellcasters. Why? Bonus action create a non-magical spell component with a gold cost, like the 999GP ruby for Infernal Calling, then use your action to cast the spell for free.
Best part is that we as the players can choose (Assuming DM allows) to use the older versions of races if we don't like the coming changes. In fact WoTC 100% knew that when making this--after all they said they wanted it 5e compatible, so nothing that can't be rolled back at player discretion.
The only reason I could see on going back on some things the races have is exactly what you said. Buy the books, unlock the more flavorful and better options. They did say in their trailer that “One Dnd” is still compatible with all the books.
@Student Ethan Quinn-Garner you can ALWAYS and ALWAYS HAVE BEEN ABLE to be any race at any time, its a fully you choose the rules game, people like to cry about these things and ignore that fact.
I’m noticing a lot of similarities with Pathfinder 2e with these rules. I would assume with the 3 spell lists, sorcerers will belong to 1 of the 3 based on their bloodline
I personally think stat increases should still come from racial choice with the possibility of a boost from backgrounds. And mixed races should absolutely get features from both
So for Tieflings they basically took, simplified and nerfed the variant tiefling options from Mordekainen's Tome of Foes. And while this was already a thing, with custom lineage, I don't like ability scores not being part of the race. You either play the race you like the best or you min/max. Facilitating min/maxing feels wrong
I hope we can get them to acknowledge that "One D&D" is a terrible name, reeks of desperate marketing lingo, and this is just 6th Ed, which is a fine and good thing. Editions are a natural part of the hobby and I hope to live to see 5-6more.
I don't see that name holding for long. 5e was supposed to be called D&D Next, but never got past playtest because people constantly called it 5th edition. Marketing needs to acknowledge that whatever they want their product to be called won't change how players perceive it.
Just as a nitpick because they explicitly address it in the document, Tremorsense _does not_ let you "see" the target. It lets you know their exact location, but it specifically doesn't count as sight for things that require it.
To be fair with the trance, it's not meant to be a new version of what Elves get. I think it's meant to be unique to Astral Elves only. So it's not going back to the original, because it remained basically the same. Technically, the special trance for Astral Elves could be seen as a subrace exclusive version. But I do agree falling back on the Dragonborn's Breath Weapon when Fizbans made it almost perfect seems a bit odd. Also, I didn't even notice the mixing races things in the doc so it's definitely cool and maybe more accepting than Custom Lineage.
I think it’s best to look at this as an update to the PHB and ONLY the PHB. I don’t think One D&D excludes the new rules and race changes in the newer books, just changes the base set you start with if you don’t have the other books.
@@gregorynelson5397 Agreed that it's certainly much clearer than the old wording. I just doubt they'll get to keep having advantage on all three of the save types.
It really is. Gnome Cunning gives you advantage on all INT, WIS, and CHA saves regarding magic and Barbarian give danger sense. This means you have advantage on every saving throw in combat.
I think the backwards changes are just making a starting point they feel 'safe' with moving forward since this new version is supposed to the the only one we have going forward. That way they can just add those lost changes as we go if they think they are needed.
Playing a half-orc barbarian, the new rules are definitely getting ignored. Losing out on the extra weapon die from savage attacks is kind of lame if you're using a D12 weapon, and I don't think that bonus action dash would have ever helped me personally. Could be ok for non-barbarians, but I honestly don't like it much so I personally will be ignoring what I think is a pretty lame nerf. And that breath weapon change feels like a pretty big nerf at lower levels. At lvl 5 going from 2D10 to 1D10+5 lowers your maximum potential damage by 25%, though the minimum damage does go from 2 to 7. Not sure if raising the minimum damage floor is worth a 25% nerf to maximum potential damage, but again that's my opinion.
In terms of averages it's about the same for the breath weapon, just slightly more consistent. I personally think it's good for the casters, since Fizban's Dragonborn really only catered to martials, but they definitely should increase the damage more to make it worth for everyone. Also bring back their individual features for each family & the Gem dragonborn.
Mathematically the average damage of 2d10 is 11, and 1d10+5 is 10.5. The damage ranges are far more important than the max damage though, going strictly by the math... doing 6-15 damage with all outcomes being equally likely will be more reliable than doing 2-20 damage with the average being significantly more common than the extremes. There's a 15% chance that 2d10 is higher than 15, and a 10% chance to be lower than 6. However, with 2d10 there's a 55% chance to be 11 or higher, while 1d10+5 has a 60% chance to be 11 or higher. Actually... the odds of doing x damage or higher are in 1d10+5's favor all the way up to right before max damage.
DnD Shorts: "The new Dnd race is here. They are celestial in nature, and they have animal heads. Me: AASIMAR. They are celestial in nature, AND ALREADY EXISTED. Since 3.0 and possibly earlier. Also me: and without animal heads!
@@jtowensbyiii6018 State your source. Links would be appreciated. Everything ive found on my google search suggests they are new to Dnd. Also, consider that I quoted the video itself. Maybe you should tell HIM that they arent new? Also I am assuming that you are referencing the Ardling, as that is the "new race"
Just remember Rule #0: Screw WotC, we do what we know is actually fun. Yes. know actual rule 0 is DM has final say and can change things, but that brings my point to have fun doing different things to have the most engagement.
I wish that Half-Orcs/Orcs has the Menacing feature still. My copy of Volo’s gives them that trait, and I really liked the free Intimidation proficiency.
you could still use that version of half-orc/orc if the DM allows it. You would just have to choose whether the ability score improvement comes from the race or background.
I think that Wizards of the Coast gave the old Dragonborn breath weapon and Elf Trance abilities the old handbook versions to see what the player base said about it. If people don’t like it then they will say so and Wizards then get confirmation that the change they made in Fizbans and MotM was a good one.
The amount of creative and chaotic potential mixed races have is gonna be hilarious. I can already imagine a giant Kobold or a tiny Goliath from a Kobold/Goliath crossbreed... Oh no...
Stat bonuses from backgrounds instead of races is such a liberating change. No more picking races just for the mechanical buff you need/want for your class.
Sincerely, I think the stat bonuses should just be its own thing you decide when rolling/point buying the stats. You'll be able to change them when you are customizing your background anyway, so why tie it to the background to begin with?
@@gabrielbastos18 because they are result of your background flavour-wise. You have +2 to int because you studied ancient languages for years, and that +1 to con is because you had to survive is harsh enviorement of your mountai hermit shack.
@Mr Smith race uniqueness always came from the abilities and things they do instead of the stat buff Orcs are tough because of their endurance or whatever, not the stat boost Stats are dead boring, having actual things that the race can do differentiates them far more than anything else does
The simplification of the spell lists is neat but I feel like they’re missing a fourth: Eldritch. This could be used by warlocks and certain subclasses of other casters like the Aberrant Mind sorcerer, and could include stuff like Eldritch Blast, Black Tentacles, and Hex.
Fun fact, due to the way subraces have been reworked drow no longer have Sunlight Sensitivity because chosing the drow ancestry doesn't give you that feature anymore. I also like how they baked the Wood Elf Magic feat into the base Wood Elf.
@@ArrakisHeir88 remember, this is all purely playtest material, if you really don't like it you'll have a chance to speak up against it when the survey drops in September, I personally think it's fine because the spells and 120ft darkvision granted from being a drow aren't powerful enough to outweigh the negatives of sunlight sensitivity, at least in my opinion, most of this is to bring all the PHB races up to a similar level, but again is all subject to change
Man! the more I hear. The less interested I become in the next edition of D&D. At the current rate it will be a "HARD!!!" sell to get me to buy any of this. Maybe even harder than it was to get into 5E.
It's called One DnD for now.. until they call it 6th edition.. Kinda like how 5th was called DnD Next... until they started calling it 5th edition. Nice way for them to resell you all new books that you already have.
Next was known to be fifth from the beginning though, and One is really more 5.5 than an actual 6e assuming they follow through on keeping modules etc usable. Mind you, 3.5 is a thing that happened, so I wouldn't be surprised to see people saying 5.5
Yea it’s the race I’ve played as the most and I absolutely love em. I refuse to believe they would do such a thing. Tbh I’m not a fan of pretty much anything they have done with the races. Idk about getting rid of half races or getting rid of sub races on a lot of races (sure theirs the lineage thing or whatever but it’s not as much), Dragonborns still feel very weak (a max of 30 dmg at lv 20 is meh and that’s if u roll a 10), I’ve been told they get darkvison now tho so that’s something they did right. I like the update to the orc but not the getting rid of half orcs. The only thing I actually really like is some of the feats they have changed up like I actually like what they did with Lucky (wasn’t sure about it at first but that was until I heard u get more luck points based on your prof bonus), also like they finally fixed magic initiate to how it should’ve been from the start, and what they did with Tavern Brawler I’m kinda on the rocks with. The update is cool and all but the funniest thing about the original tavern brawler is prof in improvised weapons. Like I’m playing as a improvised weapon fighter and I’ve never had more fun with a character honestly. The utter bs u can pull off is awesome lol. And then theirs Alert. Yea I hate the new alert. It shouldn’t even be called alert it should be called Tactical or Strategical cause that actually fits with what it does. That was kinda long my bad lol.
Also not a fan of ability score improvements being tied to backgrounds and I believe they also got rid of the special feature from your background which I completely hate. Idk it just feels like everything is becoming way too generic and theirs nothing special about certain races anymore since they are all the same now. Alright now I’m done lol
@@exzyyd392 It’s not just being half something it’s actually getting abilities based on said half race that’s the problem. They should get different abilities then full breeds (like in the phb). Thats where the problem lies. Now it’s like whoopie your a half human half elf (like in the phb) but u only get to pick one race to get abilities from. That’s extremely dumb. Like what’s the point?
I assume the only reason they did a reversion on Dragonborn and elf trance is to gauge community response to how attached they are to the old stuff. It is easy to forget sometimes that there were complaints floating around about the breath weapon as part of a multiattack or trance giving you a proficiency was not was an elf should be. As I heard at Paizo, you often don’t want to just put out things you know your audience will like but also new out their ideas and stuff you know that will be underpowered just to get a better insight on what the community likes or doesn’t like. This is the first of many playtests to gauge what sticks, not even close to the intended final version. Pretty sure unless a major of the community starts praise reverting of the fixes, we will likely see the update Dragonborn and trance in future playtest.
The main reason a druid can't wild shape into an owlbear is that owlbears are classified as monstrosities in 5e and not beasts. _"Scholars have long debated the origins of the owlbear. The most common theory is that a demented wizard created the first specimen by crossing a giant owl with a bear. However, venerable elves claim to have known these creatures for thousands of years, and some fey insist that owlbears have always existed in the Feywild."_ So, conflicting accounts, but the RAW would seem to heavily imply that owlbears are not naturally occurring, which would explain why druids can't take that form. That said, Owlbears don't seem particularly special for a CR 3 creature, so it wouldn't be a game balance problem. And they can rewrite the lore for the new rules if they wish. I don't think anyone would have a problem with it. And they were beasts in 3rd edition anyway, so who cares. When I look at an owlbear, I just think "Yep, that certainly looks like a fantastical D&D animal." It's, like, one of the LEAST weird things in the game, to be honest.
Gnome’s went from a bonus on IWC saves vs spells to ALL saves is a pretty big buff, actually. Especially in light of the spell/magical ability separation.
Dragonborn were given darkvision. It kinda becomes irritating that 6 out of 9 races have darkvision. It trivialises the use of lighting in encounter, making it a negligible nuisance instead of a tactical factor. Personally, I'd only give darkvision to underground races like dwarves and drow, and perhaps tieflings.
it doesn't remove lighting wholly as a feature, it only makes dark light dim and dim light bright, so unless players want disadvantage on seeing things, they'd have to carry light with them
@@bleddynwolf8463 What truly matters is advantage/disadvantage on attacks in combat. You can't hide while lightly obscured by dim light, so that removes the danger of ambushes and fear of the dark. Best thing dim light can do is make a trap harder to detect.
If you don't want your players to trivialize light make them fight gloomstalker enemies. The gloomstalker perk makes them invisible to creatures relying on dark vision to see
@@tylerdavis4584 How many of those are there, though? Gloomstalker mechanic in itself is a crutch that appeared exactly because of this problem - almost everyone having darkvision.
I've read this a UA playtest packet a bunch of times and I like a lot of what I've seen. I'll be really interested to see how this evolves with player feedback come September when we can give our feedback on it.
One of the things we all have to keep in mind is that they are just giving out the bare bones of the ideas. By allowing the public to get an idea of what they are going for, they allow feedback to be given and would be able to use said feedback to make changes. Not all of these abilities are set in stone.
Love it. From flavor, to aesthetic, to lore, to abilities. They're sick. The one qualm is that the ones that get guidance and healing word are way more powerful than the other subraces
Ardling or in this case( new aasimar) should have kept it how it was but have the option to have a animal feature which ill ask my DM to let me do since i dont want to have a animal head i wish they still had resistance to necrotic damage and radiant damage but im ok with them have it just to radiant damage
Fun fact: gnome ceremorphs were a thing since RotF and retain the personality and alignment of their hosts. Gnomes truly are the bane of illithid-kind!
Actually everybody wins because of the new feat in the background. Dwarves can always get weapon proficiencies they need from their class so their loss was the heavy armour that didn't cost movement.and could be very useful on a caster. They are still very good though and that tremorsense could be clutch when you need it. Humans might be the biggest losers you have two feats now but for some builds one of the feats you used to be able to pick at first level were insanely good.
Drow no longer have sunlight sensitivity. Also, I think that they rolled back Trance because: A) They want to make the PHB as new player friendly as possible; and B) They're trying to dial back the blatant elf favoritism. Seriously, compare Astral Elves to new Kobolds and just try to tell me they care about game balance.
I think with the way they flipflop around they should have just removed it all together .. "During Character creation you can get a +2/+1 to the stats of your choosing" - There Done ..
nurture vs nature was already accounted for, by applying your stat distribution. nature was your race modifiers. nurture was the stat distribution. now every race is more the same. it's kinda shame to be honest. making everything the same removes uniqueness from the races, wand whats special about everyone. and with tashas rule, you already could make exceptions, so all it does is removing uniqueness from races. but i guess thats what you get, when people scream racism at everything. WotC just want to protect their asses. understandable.
Half-Ardling. Just think of the possibilities. If you don't want a full-on animal head, just take random animal-like features and apply them to a different race of your choosing. Antlers/horns, sharp teeth, claws, fur, spots, special-looking eyes, a forked tongue, insect mandibles, the sky's the limit. Players are going to have a lot of fun with this.
Ability score increases coming from background rather than race ticks me off. Should be both, but then again, I don't like the 20-cap for ability score increases. I also don't like the ASI vs Feat selection, to which again I say, should be both. Keep the +2/+1 from race, add two +1s from background, and add +1 from feat.
@@Napp2804 Yeah I feel like it just doesn’t really fit the game. It might work it specific settings but just doesn’t feel like a classic D&D race, which is what should be in the PHB
@@567secret Ardling is meant to encompass all the animal races, like Tabaxi, Harengon, Kenku, etc. By doing this, it removes the uniqueness and cool abilities of those races.
I believe halflings actually got a slight buff. With natural 1 being auto fails in the new rules. Now halflings are going to be more powerful. Also the only thing stout halflings gained was resistance to poison which is small and the constitution buff doesn't matter because bonuses are gained from your background.
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To think that someone else than me had thought about dDeluminator
(Dumbledore confirmed rock gnome)
I don't like this, I like the whole subraces and proficiencies and such, I don't think I'll be using the new book
Just remember that this is still only playtest material, nothing is set in stone just yet.
You forgot that dragonborn now have dark vision
I would like to see a 4th spell list/magic type category for PSIONICS.
Can we just say how ironic it is that Humans got an option to be Small but Dwarves, the iconic short race of every fantasy setting, is still only medium and classified in the same size category as Goliaths and Orcs?
I think it's because if Dwarfs were small they wouldn't have access to Mauls or Great axes or other Iconic Dwarf Weapons with the heavy property.
But that's fine, they still get access to Squat Nimbleness despite being Medium, and that's all that really matters.
I think it's just because dwarves are stocky, so they take up as much space as most medium creatures. Goliaths and orc are probably just under the cusp of being classes as large creatures, they are pretty tall and bulky races
I think Humans getting Small is largely in order to include dwarfism as an option for humans, for greater representation in the system proper, whereas before it had to be homebrewed. Theoretically, a human with dwarfism would be shorter than a Dwarf, who, despite being the iconic short race, are not, in fact, that short compared to other short species like Hobbits/Halflings and Gnomes.
@@gabrielbastos18 Despite the fact that, mechanically, being small has been completely washed away of everything but RP value. You're just at a disadvantage for only a benefit of moving through Large creatures really.
I reckon (hope) enough feedback saying "Keep dragnoborn like they are in Fizbans" will sort that silly mess out.
Also if they don't the versions in Fizbans will still be an option with the backwards compatibility. I also think this is at least partially intentional as you see that Gem Dragonborn are not covered by the new PHB Dragonborn version. I figure they want people to buy Fizbans still to get all that great Dragon DLC.
There's no reason, mechanically and from minmax povs, to play nonFizban's dragonborn.
Yeah it feels really weird that they just reworked dragonborn to be better and then backpedaled. And even improved dragonborn weren't overpowered or even top tier.
@@hoid9407 yep. Fizban's have cool abilities you can use and access to some cool stuff you might want for a few character ideas, while the original book PHB dragonborn was stuck into being a Paladin to be playable.
Well tbf, this dragonborn would he more beneficial to spellcasters than the Fizban's one. I still prefer Fizban's personally for the extra little additions they made to each race, but it does make sense that they may be trying to make it so the breath weapon is viable for all classes, rather than just martials.
Thank you good sir for the one person who helps me stay informed with what is happening in the D&D world 😂
It's Duke! Glad to see you here m8
Holy yahtzes is him
Jeez, it's One Shot! Congrats on 100k
Dies of 1d4 comment damage
I'm in complete agreement. Improving something as time passes, then just falling backwards IS going back, instead of moving on and going forward, especially if players liked the changes that were made and they weren't broken.
Ain't broke don't fix it
@@joelrobinson5457 outdated philosophy in todays age.
If you aren’t on trying to stay on top and ahead of the curve you or a business won’t last
@@edwardlomeli5657 Yes... but Wizards took something they fixed and most people liked, only to undo the fix. They actively moved back along the curve.
@@edwardlomeli5657 That implies the object in question needs fixing in the first place.
@@joelrobinson5457 5e is a car crash m8
If this is a "no edition" thing, where they're "not taking anything away" from 5e fans, then this technically means that all the older materials for 5e would still be legal tender. Which makes all of this incredibly confusing, as there's a bazillion things going on at once.
Maybe they should've just gone for making it a 5.5e instead.
People are going to call it a new edition regardless of what the marketing people want, same thing happened with "D&D Next" which they tried to hang on to for a while until they realized everybody in the playtest was just calling it 5th edition.
1e DMG. Gary Gygax - "You are the final arbiter of the rules" ('You' referring to the DM)
Based on the UA, its 6th edition. Doesn't matter what they call it.
They called 5th "DND next" before they called it 5th
@@cooperton4949 based on the UA its 5.5 not 6 but again I am fine just calling it DnD
5.5 since they are building off what they already have for right now. Play test material too and "D&D One" is the codename for this anyway.
Recently found the book "An elf and an Orc had a baby" so I have to disagree that the racial mixing in One D&D is the best we can do. It's a fantastic 5e supplementary book with rules for creating a balanced mixed-race character.
I'd say the race mixing presented in the PHB UA is great for simplicity. Slapping the whole system similiar to the one from An Elf And An Orc Had A Baby would be an overkill for the basic book
Look like the ancestry system from Pathfinder second edition
@@LivenPL for sure, but they should make that book an official one, too.
Or Pathfinder 2e's Half-X ancestries, where you can pick up pieces of both ancesteries via the Ancestry Feat system. Or even PF2e's Adopted by X feat, which let's you grab ancestry feats from another group so long as they are cultural, not biological
the playtest gives options for using races form the existing books and supplements you just have to pic where the ability score increase forms form either the race or background.
so this 5e supplement is still valid to be used in the play test
My favorite change by FAR is the update to Dwarves' Stonecunning. Being able to get Tremorsense as a bonus action when you're in contact with stone is both incredibly flavorful and really cool mechanically!
@@ShugoAWay not really because dwarves were forged by moradin they are built strong and enduring. So unlike elves that need a few hundred years to adapt to a new environment, dwarves never need to they were built essentially perfect for anything.
Also the “originality and flavor” wasn’t lost in fact it was much more focused
@@ShugoAWay I agree because they lost their ability to see errors or changes in stone
@@TheLegendaryLegacy But they lost the ability to see secrets and history in stone, errors or modifications to it, and/or traps in stone structures.
@@wrestlingguy8722 because that's something you put in if it's your idea of the character. Not every dwarf is born in a dwarf society, but every dwarf is born with some innate abilities, between those, tremorsense in stone.
If you want your dwarf to know about stone, give it proficiency in mason's tools.
@@wrestlingguy8722 I mean you can still try to do that. You can use the tremor sense and knock on it, you would be able to feel any errors or cracks. And for the most part if your int wasn’t that high it rarly worked anyway so I think this is batter
"Ability score improvements no longer come from races, but instead your background."
Thomas had never seen such bullsh%t before
I'm probably just gonna stick wiþ 5e and take whatever bits i like from 1d
You realize it's a playtest beta right? Instead of crying like a baby, give constructive feedback or leave others alone
@@thestylemage2092 because i feel that the d&d races would have different averages.
The average orc is stronger than the average human thats just how orcs bodies develop, it's like saying an average chimpanzee and an average human would have the same strengþ, when a chimpanzee is genetically prone to be stronger.
And to use lizard-folk as an example like you do, in the lore, lizard folk deliberately choose to not breed wiþ smarter members because they see being smart as bad (it's only shamans that are allowed to be smart) so the average lizard folk wouldn't be as smart as others just because those genes would've been bread out.
I don't mean to say that this is what i believe in real life, it's not, but in the world of d&d it makes sence a goliaþ is going to be stronger than a kobold because a goliath's biceps is as big as the kobold's whole body.
8:39 such a cool idea, magic initiate would be a good name for a feat like that
I see feats like fey touched and shadow touched using them as well!
Luckily, all of this is designed to be “fully compatible “ with 5e, so if you like how the Fizban dragonborn breath weapon works, you can just….use it. Same with Trance, Stout, and weapon proficiency. 🤷♂️
Let’s just hope they don’t lock it behind the “Legacy” tag like they did with some of the stuff we liked from Volo’s.
@@ReclaimerMkII I’m not sure what that means. How would any tag they like stop me from just using whatever books I want? I already have Volos. I can use it in any of my games.
@@m.r.2066 Maybe they'll introduce _actual_ Rule Lawyers™ who will come to your house with a Rules SWAT Team™ and prize from your hands any books they don't want you to use. 😋
@@zTom_ it’s the TM for me. 🤣
Interesting perticularly if we can mix and match, stats for race and background sounds like potential
Elves have also lost their weapon proficiencies alongside the Dwarves.
We must remember that these are playtest rules, and will more than likely change.
I did notice that language section was dropped from most races, however, there is a Starting Languages section, where you get three (Common, a background language & a Standard language) which is has the advantage that you could play an orphan race that hasn't had contact with it's own kind.
You could always do that. That is like, the simplest homebrew ever.
Just as well it's backwards compatible. So just take 5e elf
I mean, that makes sense. Not every single elf is going to know how to use a bow, and not every dwarf is going to know how to use an axe. I always thought this was an odd feature, because it’s not like most classes that don’t have weapon proficiency are going to use weapons anyway because they really aren’t good
I don’t own Fizban’s, but from what I understand, it gave Dragonborn 1 breath weapon attack per attack action, allowing it to stack with other attacks but not itself. That’s definitely the best version of it.
Also more varieties of Dragonborn, with Breath weapons that get confusing depending on the type (Mostly gem/crystal dragons)
I love all of this, especially if the DM is Sane, and rules that you can still use the older versions of the races if you want to. (Especially the half elf)
So humans can choose medium or small size, But Dwarves are just medium? I feel like if any race is in between enough to choose their size category it should be dwarves.
But there are people with dwarfism and they are small, so it can't be an option to avoid "stereotyping".
@@killcat1971 im pretty sure it's a feature meant to add to the notion that humans are versatile and customizable, not an attempt to avoid ableist themes.
I imagine Dwarfs are Medium only because if they made them small or gave them the option to be small they wouldn't be able to wield battle axes, mauls, and other iconic dwarf heavy weapons.
@@WumboGuy You mean like how they didn't change Orc's to avoid racism, or Drow to avoid the messy fact that they were a slave taking matriarchy, like they didn't have a specifically woke take to the release video?
@@killcat1971 well they did change the orcs for racism, because their classical presentation is super racist. And the woke shit is great, more woke shit makes sure the whiny racist neckbeards know they aren't welcome. But in this case It doesn't really make sense as an ableism thing. Apparently ever race in the book is genetically similar enough to mate with little to no issues. Which means that a Dwarf would be equally as capable of being born with dwarfism as a Human. So by that logic every race should have an extremely wide size range, but that isn't the case. It's just Humans and Ardlings, the two races that are clearly designed to be highly customizable. So your weird anti-woke whining doesn't even follow from a logical perspective. You just seized this as an opportunity to complain as I'm sure you often do.
I really hope they add the updated rules from fizban and motm to dragonborn, elves, and so on. It will be really awkward to implement in future games if the 5e books are backwards compatible.
Thought it was super weird to include Dragonborn at all since Fizban's wasn't that long ago & they definitely improved on them in that book. The Dragonborn are less unique in the UA...
Since all the content is backwards compatible with 5e, I think they just want people to still have a reason to buy Fizban and all the other books
Well there's also the fact that this dragonborn is actually an improvement for spellcasters. It's dealing slightly more damage on average & since the casters didn't have EA they didn't really benefit from that change in Fizabn's anyways. If they gave us the other additional features from Fizban's, and obviously gem dragonborn ancestry, I think it'd work just fine.
@@5-Volt They probably didn't want to throw options from a book less than a year old into a free document, the same with the updated trace, also keep in mind that this is a playtest so you can always use the coming survey to give WotC your input.
@@malmasterson3890 how is this an improvement for casters? The 15 ft range is dangerous for low level casters, and by the time they doing dips for armor proficiency, they have better things to do with their actions.
Man the mixing race feature is gonna lead to so many cat girls.
i for one welcome our new catgirl overlords
People were already using Tabaxi for that purpose, so nothing new
@@ShugoAWay I think if its someone you already know and trust not to just be cringe with it, it's fine for that sort of character to be easier to make within the base rules. But if it's just some rando you've never played with before then yeah, best to be cautious or just put your foot down and say "sorry, but catgirls do not fit in this setting" and encourage them to make a different character.
I've never actually played dnd before since I don't know anyone who plays and don't want to join randoms (I have a hard time interacting with people I barely know), but I would personally never make those sorts of characters without getting a feel for the group first so as to avoid unintentionally becoming a problem player. Some aspects of such a character might be played up for laughs, but that wouldn't be an excuse to make that the entire character. They've gotta be interesting beyond the race/class combo and associated stereotypes.
I would think the best way to go about it is make a generally likable character for your first time with any group, and then from there once you've got a good idea of the group's dynamic you could start playing more characters that could potentially be considered problematic for a newcomer since at that point they should be able to trust you to play that character without actually being problematic.
Or cat headed Ardlings for celestial catgirls.
@@randomperson8375 cat girls can fit any setting really if you're not a coward about it. Oh no my taste doesn't match yours time to be controlling and gatekeep rather than having an above table discussion about what's going to be fun for the group before the game and make compromises like adults.
Speaking as a dm, restrictive dm's are trash honestly.
Wizards: Hey, everybody loves half elves ad half orcs, right?
Players: Yeah!
Wizards: Well what if we delete them?
I mean, why keep half elf and half orc as a separate race if they have new rules for half races? U can just make half orc and half elf now and it makes more sense since u take traits from both
You can now make a half-elf half-ork character if you want.
@@runk3216 no, you can't you have to choose which you are going to be mechanically, which is EXACTLY the same as choosing the original race. Having a different look is worthless. Roleplay? Nah. Not anymore: every damned monster in the world is a player race (or will be).
@@SirConto nope. You'll be all elf or all orc with a different look.
@@gethriel idk where you’re getting the every monster will be a player race thing from but yea rereading the rules, they’re kinda just bad since having a half parent gives u no gameplay changes. It would work better if they had a list of primary attributes and secondary attributes so that way you get traits from both. Def going to suggest that to the devs.
Inspiration isn't a reroll anymore. You have to use it *before* the roll, and it gives you Advantage. They probably did this since Inspiration is so much easier to get.
inspiration wasn't reroll before...
@@mahe4 Lol! Fair enough, but it was so rarely used that I think anytime you had one, no one cared if you rerolled.
I'm just going to use old rules
@@joelrobinson5457 Well, right now the "old rules" are the current rules. If you don't like the proposed changes, be sure to download the Unearthed Arcana and, in mid-September, fill out the survey and tell WotC what you like and don't like. Or, do like a lot of people did when 5e came out and say "This isn't 3.5, so I'm not playing it". XD
@@mahe4 well it is in my game..
I'm super pleased with them making the three universal spell lists, as this will make it easy for me to use the old elder evils 3.5 book and convert them with extra ease
"So what skills are you proficient in?
One DnD Human Rogue: All of them.
I was confused about the feat for humans. They said all players start with a feat as part of building the background ... so it seems like humans get two level 1 feats.
Yes, they get 2
@@CooperAATE 2 bad feats. lvl 1 feats.
@@AmazingJMS I think all of the feats in the playtest are useful. Not all feats can be Great Weapon Master or Sharpshooter.
@@ianbraun271 But the reason most people picked the variant human was for polearm master gwp, crossbow expert or sharpshooter. So it is still a nerf
@@frking100 Myself included, though I usually went for Heavy Armor Master.
My position, simply put, is that NO character should be an Expert or Master of anything at Lv 1. And I think that's where they were going with the level 1 feats as well.
1DnD seems more like a 5.5E than anything with their reworked rules yet "all previous moduals will work" mentality.
I also doubt that this will be "the end of editions" as that is an incredibly restrictive and narrow path to go down.
it will be the last edition, as much as windows 10 was the last windows version. it's simply a lie for marketing reasons.
@@mahe4 Thats what im saying too. I wanted 6E to be more complex, not simplier.
Can already tell they're gonna pull a loophole and come out with _"Advanced_ 1D&D"
Honestly I'm just thinking the community mindset is "thank you for the idea, we'll take it from here"
I mean, for anyone who wants a more complex system, they can always modify right? That's the power of the DM, you get final say over the rules and can change/add them as you please.
Heard “races and feats” as “racism feats”, can’t wait to see those in my dnd game. Dwarves ftw 🙌
When I read that new beta playtest document, I was like, "I know a DM who will think about banning humans, at least once." I loved the human buff tho. Its interesting. Also Darkvision is getting saturated even more. everybody have got them.
I feel like the free feat that humans get, is balanced against all the spells and abilities the other races are getting
At this point darkness is just irrelevant in dnd. It seems almost pointless to even bother with day night cycles unless there’s a shadow monk in your party or something like that
But that is why you make color coded puzzles and things that you can't see with Darkvision. Our DM tried to pull that with us once. He asked a question about who had darkvision as the night was starting out, a little accidental foreshowing for those paying attention. We ended up in this dark room that was completely black, and our exit closed behind us. We had to look for a switch and a code. Nobody could see anything but the stone. But I pulled out my flame tongue and was able to create some normal light and saw the switch and instructions. DM thought he had us trapped for a while. I think more stuff like this will be a great tool in the DM tool box.
The improvement here is that humans can't just grab high value feats right at level 1. I feel feats having level requirements is a solid fix to why many tables didn't allow variant human (or custom lineage).
@@mkhanson1440 Except why would this puzzle in an ancient underground ruin be color coded? Or even still HAVE any colors that aren't just crystals or precious gems? Besides all of that, unless the whole party has darkvision then someone's going to be holding a torch and thus make that whole idea pointless. Then there's the fact there's other ways to get around that like using stone mason tools to give your character a reason to be able to tell if there's wear on the puzzle's pieces from when it's moved or using like prestidigitation to see hand prints on the pieces to learn how to solve it. That DM is one of the VERY few that even bother trying to make darkvision a detriment, and it's honestly just a dick move to basically targeting players who pick one of the MANY races that just happen to have darkvision.
You even said the DM thought he had you guys trapped for a while. But the thing is for the code and switch to be invisible the color of both has to be of a nearly identical shade of grey as the wall they're on, meaning even in the light it would be hard to spot them anyways. Anyone who thought for half a second would be able to call him out on that, and it would just look bad for him. All the ways I pointed out, the first being basically the exact thing you did, are probably also reasons why he didn't try that again. It's a little too easy getting around the whole 'only see colors in shades of grey' downside of darkvision that most DMs just don't bother trying to make it a hindrance.
thing to keep in mind with tremorsense is that it does not count as a form of sight meaning that if the creature is invisible you would still have disadvantage on attacks but will be able to find them and point them out to the party
While this is not technically about the race update, you misspoke about inspiration: the UA specifically says (pg. 19) that inspiration must be used BEFORE you make a roll, i.e. you can give yourself advantage once per day. That is a LOT worse then being able to re-roll a failed d20, but with how you can now gain inspiration from rolling a nat 20 (and the UA does say that a DM can still give inspiration at their leisure), we may have enough inspiration on average that this is change would be balanced.
i think i misread your post. i read it as that you can reroll with inspiration in 5e. at least you could read it like that.
that isn't the case. but is think i'm just interpreting to much into your last sentence.
I don't think inspiration currently in 5e works as a re-roll either.
@@mahe4 @TheRainbowPitt While I've had DM's house rule it so that inspiration is a re-roll, I do think you're right that this is not strictly true for 5e. BUT DnD shorts said (0:44) that "basically, you can re-roll any d20 test", which is false.
@@levrapport2033 Except I think he knows almost none of us ever used inspiration as it's stated RAW, so he's not expecting us to change that mindset with 1D&D
also humans gain inspiration from every long rest
Honestly my favorite thing about the first 1D&D UA is the fact that SIGN LANGUAGE IS A LANGUAGE! CSL IS A THING!! THIS IS AMAZING!
In a campaign I play in, I'm playing a homebrew race my DM made called silenced. Without going into too much detail about the race, they have the physical characteristics of another race, but are born all white and without a tongue. For this reason, my DM also made CSL a thing, and it's been wonderful. I'm happy to hear this is getting incorporated into the rules!
I'm so sad shifter and aasimar aren't in here because they are my favorite races
I've seen nothing to make me want to switch to the new rules. Between the investment in the 5e books I already have and the changes that are kinda meh to most races, I think I'll be sticking to existing stuff plus the small homebrew tweaks we use at my table
I think warlocks should be in any category of magic casters. Divine, arcane, and primordial. Because it’s all about what patron you have and the patrons we have span all three of those categories.
That was the first thing I thought of. If my patron is an archfey, do I get primordial spells?
I'm speculating that there may be other secondary lists, like an Eldritch list for the Warlock and a Martial list that’s shared by paladins, rangers, Eldritch Knights (who should probably be renamed Arcane Knights), Bladesingers, War Clerics, Hexblades etc., with spells like the smites or Hunter’s Mark. Each would still have a distinct flavour: paladin is Martial + Divine, while ranger is Martial + Primal, and Bladesinger (say) is Martial + Arcane.
Different subclasses of warlock could be flavoured differently by combining different spell lists: Hexblade = Arcane + Eldritch + Martial, Celestial = Arcane + Eldritch + Divine, Archfey = Arcane + Eldritch + Primal. Classes and subclasses become Venn diagrams of spell access. Some of the current subclasses more than hint at this already, like the Divine Soul Sorcerer (Arcane + Divine).
I like the fact that when you take Magic Initiate, your casting ability is not tied to the spell list you choose.
However, tying Magic Initiate to the three basic lists instead of to a class does mean that you can’t use it to get Eldritch Blast without a dip into Warlock.
@@MikeReevesMcMillan They might make eldritch blast a feature of the warlock class like Previous editions and not a spell so that no one could get it unless they take a dip into warlock
@@MikeReevesMcMillan Also does that mean that counterspell is going to stop working on divine casters and primordial casters because it’s not an arcane spell?
I mean, currently, all warlocks pull from the same warlock spell list and get a few bonus spells depending on their patron. I suspect that if classes don't get unique spell lists, this is likely what they'll do with warlocks; they all pull from the arcane spell list (Their patron is whispering *arcane* secrets to them), but different patrons also grant different spells that count as arcane spells for you.
The reason for the Elf in the Player’s HandBook not having the trance proficiencies is because all three of the Elven lineages are from the material plane
Elves like Eladrin and Astral Elves have that ability as they’re deeply connected with other planes
Without the times per Prof Bonus, "Angelic Flight" would be like the final Eagle Totem Barbarian ability.
The removal of Half-Elfs and Orcs as distinct races is a pretty serious loss, it borderline just breaks Eberron as a setting since Half-Elves being such a prominent part of the world and the stories of several of the institutions and nations.
Half Elfs are a big cut of my characters so I was really dissapointed
Half-Elves still exist. There are rules for half races.
@@AZDfox Yeah, but now they are just Elves with beards, or Humans with pointy ears.
@@thestylemage2092 massive problems, like literally decades of lore destroyed , not joking, entire settings are based on this idea
@@jtowensbyiii6018 Can you be more specific? What is it about the fact that half-breed races still exist, but don't have distinct mechanical effects for the game of Dungeons and Dragons attached to them, that is destroying decades of lore and settings?
Am worried that the removal of racial ability modifiers will make the races feel too samey and homogenous, but I think it can be avoided so long as the race features stand out enough to make them feel unique.
From Basic through 3.5e races always had minuses. Then the kid gloves came on and you can't have negatives on anyone, or even make some race/class combos suboptimal. So, it's getting even more generic.
Let's be real, having a +1 bonus on some dice rolls doesn't make for a good flavor nor provides a sense of mechanical variety anyway. Features are a much better tool for that.
@@bouboulroz No. However, certain rules and bonuses favor certain builds. Multiclassing, class levels, ability scores, etc. were highly limited by your race. You didn't find halfling wizards or and half-orc clerics were limited to 4th-level. 3e lifted most of those, but you still have favored class which limited multiclassing and ability scores which favored certain classes. A half-orc paladin really paid a penalty, making it rare. 5e, only has remnants of this in a half-orc paladin isn't optimal, but otherwise fine. Variant rules basically remove even this minor limitation. This does mean things are more generic. Races no longer have any preference on classes, all builds are equally valid, etc. This is a big departure from 1e dwarves which literally couldn't be magic users.
Sandwich is correct, this makes everything generic. It isn't like 1e or even 3.5e games where certain things were unusual, races has preferences, etc.
@@BW022 the argument of build rarity was always an odd one to me in the first place. PCs are meant to have a greater destiny than NPCs by nature. We are already playing individuals that are either above or beside the norm of other people of the same race. They is no point flavorwise to limit a PC build with the mechanical rules that expressed the stereotypes of a race in the first place.
And even if you wanted some race/class combinations that are more common, some synergies between features will obviously make some combinations considered to be better optimization, and therefore more common. You will still have some combinations that are rarer, they will just not be the same as before. There is always a meta in the end.
It's all woke bullshit. Can't have evil Yuan-Ti anymore or suggest that a seven feet tall goliath is maybe on average stronger than a 3-foot gnome without someone calling you out for 'bioessentialism'.
I knew this was coming, hell yeah. I love how you tell the info, so fun 😁
Tremorsense isn't a form of sight (from the UA)
TREMORSENSE
A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it’s detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense can’t detect creatures or objects in the air, and Tremorsense doesn’t count as a form of sight.
its more a Radar you see in movies, than Toph from Avatar.
Inspiration does NOT let you re-roll a d20 on a d20 test. Inspiration gives you advantage. You have to use it before you roll. You do NOT roll once then decide to use inspiration because you rolled poorly and roll again.
No, you can't see with Tremorsense, from the rules glossary:
"Tremorsense can’t detect creatures or objects in the air, and Tremorsense doesn’t count as a form of sight."
Also you totally missed that Dragonborn now have darkvision.
this guy isn't actually known for understanding the rules
To me, its kinda like how Toph from ATLA "sees" thing.
@@soaringraven0 but Toph can make out the size and shape of things, Tremorsense only tells you that something is there, not what it is. and does not allow line of sight. Tophs typo of sight would allow line of sight and be able to target.
@@soaringraven0 That would be blindsight.
was looking for someone who noticed this, especially since immediately afterwards he included Darkvision in the ability list of Dwarfs.
it took a literal homebrew injection via Matt Mercer's approved books to give Dragonborn their much deserved Darkvision in 5e in any capacity, and yet people keep skipping over that one new word...
For a 1 year old channel, I have to say your editing and delivery to the camera is amazing.
Well, the best part is that if you don't like any of these races, you can still use the stuff from previous books in this new format, and it works the same. Personally I think these races are...okay? Half-elf is one of my favorite races, and I don't like that they've basically removed them entirely. Oh well, I'll just keep using the old races anyway.
Oh and the ability for gnomes to make an object to create one effect of prestidigitation with a bonus action can be abused so...so hard by spellcasters. Why? Bonus action create a non-magical spell component with a gold cost, like the 999GP ruby for Infernal Calling, then use your action to cast the spell for free.
Best part is that we as the players can choose (Assuming DM allows) to use the older versions of races if we don't like the coming changes. In fact WoTC 100% knew that when making this--after all they said they wanted it 5e compatible, so nothing that can't be rolled back at player discretion.
he just slapped a jpeg of an elephant over the preexisting human picture for the ardling LMFAO
Me too. Whomever designs and edits these videos is a visionary.
The only reason I could see on going back on some things the races have is exactly what you said. Buy the books, unlock the more flavorful and better options. They did say in their trailer that “One Dnd” is still compatible with all the books.
@Student Ethan Quinn-Garner you can ALWAYS and ALWAYS HAVE BEEN ABLE to be any race at any time, its a fully you choose the rules game, people like to cry about these things and ignore that fact.
I’m noticing a lot of similarities with Pathfinder 2e with these rules. I would assume with the 3 spell lists, sorcerers will belong to 1 of the 3 based on their bloodline
I personally think stat increases should still come from racial choice with the possibility of a boost from backgrounds. And mixed races should absolutely get features from both
So for Tieflings they basically took, simplified and nerfed the variant tiefling options from Mordekainen's Tome of Foes.
And while this was already a thing, with custom lineage, I don't like ability scores not being part of the race. You either play the race you like the best or you min/max. Facilitating min/maxing feels wrong
"Mountain dwarves are OP."
That's a grudge'n.
I hope we can get them to acknowledge that "One D&D" is a terrible name, reeks of desperate marketing lingo, and this is just 6th Ed, which is a fine and good thing. Editions are a natural part of the hobby and I hope to live to see 5-6more.
Yeah, a new video game console can be backwards compatible and still be a new generation. Same thing can apply to DnD
I don't see that name holding for long. 5e was supposed to be called D&D Next, but never got past playtest because people constantly called it 5th edition. Marketing needs to acknowledge that whatever they want their product to be called won't change how players perceive it.
its jsut a codename. 5e was called D&D Next during the playtest
There will be name frustration and the next Ed will be called Series D&D.
Just as a nitpick because they explicitly address it in the document, Tremorsense _does not_ let you "see" the target. It lets you know their exact location, but it specifically doesn't count as sight for things that require it.
Bit worried to lose subraces, means less options in the future, unless some subraces become their own race?
9:27 I can't believe you used Townsend for that, that's hilarious!
The orc was almost entirely taken from the MoM version not the Volo’s one.
To be fair with the trance, it's not meant to be a new version of what Elves get. I think it's meant to be unique to Astral Elves only. So it's not going back to the original, because it remained basically the same. Technically, the special trance for Astral Elves could be seen as a subrace exclusive version. But I do agree falling back on the Dragonborn's Breath Weapon when Fizbans made it almost perfect seems a bit odd. Also, I didn't even notice the mixing races things in the doc so it's definitely cool and maybe more accepting than Custom Lineage.
This makes me want to play 5e forever don’t think I’ll be moving into this new edition
I think it’s best to look at this as an update to the PHB and ONLY the PHB. I don’t think One D&D excludes the new rules and race changes in the newer books, just changes the base set you start with if you don’t have the other books.
Gnome change - their saving throws aren’t just against spells but ALL char, wis, int.
Against magic though, right?
Nope, it's written as all. Doubt that will last though.
@@ezdepaz4363 I imagine this will stick as it’s a simplification. There was always some ambiguity about saves against “magic”.
@@gregorynelson5397 Agreed that it's certainly much clearer than the old wording. I just doubt they'll get to keep having advantage on all three of the save types.
It really is. Gnome Cunning gives you advantage on all INT, WIS, and CHA saves regarding magic and Barbarian give danger sense. This means you have advantage on every saving throw in combat.
Halflings actually get a buff, it’s just not super obvious. Natural ones are now more impactful, so rerolling them is more important.
Big catch. Thanks.
how are nat ones more important?
@@theandromedaeffect979 Because it's always an automatic failure (wasn't on saving throws and skills)
@@MadTamB
oh. huh. guess i’m just used to everyone homebrewing that to be the case anyway.
As both a dnd and MTG player, I love recognizing the different pictures
I think the backwards changes are just making a starting point they feel 'safe' with moving forward since this new version is supposed to the the only one we have going forward. That way they can just add those lost changes as we go if they think they are needed.
and this is why i will be staying with 5th edition for a while till they work this out
Playing a half-orc barbarian, the new rules are definitely getting ignored. Losing out on the extra weapon die from savage attacks is kind of lame if you're using a D12 weapon, and I don't think that bonus action dash would have ever helped me personally. Could be ok for non-barbarians, but I honestly don't like it much so I personally will be ignoring what I think is a pretty lame nerf. And that breath weapon change feels like a pretty big nerf at lower levels. At lvl 5 going from 2D10 to 1D10+5 lowers your maximum potential damage by 25%, though the minimum damage does go from 2 to 7. Not sure if raising the minimum damage floor is worth a 25% nerf to maximum potential damage, but again that's my opinion.
In terms of averages it's about the same for the breath weapon, just slightly more consistent. I personally think it's good for the casters, since Fizban's Dragonborn really only catered to martials, but they definitely should increase the damage more to make it worth for everyone. Also bring back their individual features for each family & the Gem dragonborn.
Mathematically the average damage of 2d10 is 11, and 1d10+5 is 10.5. The damage ranges are far more important than the max damage though, going strictly by the math... doing 6-15 damage with all outcomes being equally likely will be more reliable than doing 2-20 damage with the average being significantly more common than the extremes. There's a 15% chance that 2d10 is higher than 15, and a 10% chance to be lower than 6. However, with 2d10 there's a 55% chance to be 11 or higher, while 1d10+5 has a 60% chance to be 11 or higher. Actually... the odds of doing x damage or higher are in 1d10+5's favor all the way up to right before max damage.
DnD Shorts: "The new Dnd race is here. They are celestial in nature, and they have animal heads.
Me: AASIMAR. They are celestial in nature, AND ALREADY EXISTED. Since 3.0 and possibly earlier.
Also me: and without animal heads!
this "new race" existed before 3.0, you should research things sometimes
@@jtowensbyiii6018 State your source. Links would be appreciated. Everything ive found on my google search suggests they are new to Dnd. Also, consider that I quoted the video itself. Maybe you should tell HIM that they arent new? Also I am assuming that you are referencing the Ardling, as that is the "new race"
Just remember Rule #0:
Screw WotC, we do what we know is actually fun.
Yes. know actual rule 0 is DM has final say and can change things, but that brings my point to have fun doing different things to have the most engagement.
I wish that Half-Orcs/Orcs has the Menacing feature still. My copy of Volo’s gives them that trait, and I really liked the free Intimidation proficiency.
you could still use that version of half-orc/orc if the DM allows it. You would just have to choose whether the ability score improvement comes from the race or background.
I love the new stone cunning but I also fully expect it to be cheesed by carrying around a stone tile to stand on
Stupid thought what about attaching the stone to the bottom of the shoes?
@@discipleofdeath2517 right? Even more efficient cheese
Very easy to counter by making it so that tremor
Sense for only on the are of the stone you are standing on.
@@astahfirula Already how it is with the playtest. Tremorsense only extends as far as the surface you're on.
And we did it we already broke it!
I think that Wizards of the Coast gave the old Dragonborn breath weapon and Elf Trance abilities the old handbook versions to see what the player base said about it. If people don’t like it then they will say so and Wizards then get confirmation that the change they made in Fizbans and MotM was a good one.
The reason they walked back the improvements is so that they can sell you more books.
The amount of creative and chaotic potential mixed races have is gonna be hilarious. I can already imagine a giant Kobold or a tiny Goliath from a Kobold/Goliath crossbreed... Oh no...
Stat bonuses from backgrounds instead of races is such a liberating change. No more picking races just for the mechanical buff you need/want for your class.
Sincerely, I think the stat bonuses should just be its own thing you decide when rolling/point buying the stats. You'll be able to change them when you are customizing your background anyway, so why tie it to the background to begin with?
@@gabrielbastos18 because they are result of your background flavour-wise. You have +2 to int because you studied ancient languages for years, and that +1 to con is because you had to survive is harsh enviorement of your mountai hermit shack.
@Mr Smith race uniqueness always came from the abilities and things they do instead of the stat buff
Orcs are tough because of their endurance or whatever, not the stat boost
Stats are dead boring, having actual things that the race can do differentiates them far more than anything else does
Yeah, instead people will pick backgrounds for that same stat buff.
@@ianbraun271 as opposed to? What exactly?
The simplification of the spell lists is neat but I feel like they’re missing a fourth: Eldritch. This could be used by warlocks and certain subclasses of other casters like the Aberrant Mind sorcerer, and could include stuff like Eldritch Blast, Black Tentacles, and Hex.
Fun fact, due to the way subraces have been reworked drow no longer have Sunlight Sensitivity because chosing the drow ancestry doesn't give you that feature anymore.
I also like how they baked the Wood Elf Magic feat into the base Wood Elf.
great, even more power creep
@@ArrakisHeir88 5e is just a videogame in disguise lol
Yeah...I will be home ruling that Drow still get Sunlight Sensitivity.
@@ArrakisHeir88 remember, this is all purely playtest material, if you really don't like it you'll have a chance to speak up against it when the survey drops in September, I personally think it's fine because the spells and 120ft darkvision granted from being a drow aren't powerful enough to outweigh the negatives of sunlight sensitivity, at least in my opinion, most of this is to bring all the PHB races up to a similar level, but again is all subject to change
@@wrestlingguy8722 Okay, and thats perfectly within your rights as a DM, but then at that point you could always use the original PHB Drow
I've seen/read that ardlings are the upper planes version of tieflings.. I always thought that was aasimar
Man! the more I hear. The less interested I become in the next edition of D&D. At the current rate it will be a "HARD!!!" sell to get me to buy any of this. Maybe even harder than it was to get into 5E.
Why? You do realize this is a Playtest right? Literally over a years worth of exploration is about to happen before a book even goes into production
Orcs look like they're gonna be a lot of fun. Adrenaline Rush sounds pretty crazy.
It's called One DnD for now.. until they call it 6th edition.. Kinda like how 5th was called DnD Next... until they started calling it 5th edition. Nice way for them to resell you all new books that you already have.
Next was known to be fifth from the beginning though, and One is really more 5.5 than an actual 6e assuming they follow through on keeping modules etc usable.
Mind you, 3.5 is a thing that happened, so I wouldn't be surprised to see people saying 5.5
sounds like you dont understand how the real world works
This stuff is playtest material. Voice your opinions in the forums, or in a video and maybe they'll make changes.
I hope that Half-Elf is brought back, I really don't get the point of taking this awesome race away from us!
Absolutely same, I love Half-Elf and would hate to see it disappear from the PHB
Yea it’s the race I’ve played as the most and I absolutely love em. I refuse to believe they would do such a thing.
Tbh I’m not a fan of pretty much anything they have done with the races. Idk about getting rid of half races or getting rid of sub races on a lot of races (sure theirs the lineage thing or whatever but it’s not as much), Dragonborns still feel very weak (a max of 30 dmg at lv 20 is meh and that’s if u roll a 10), I’ve been told they get darkvison now tho so that’s something they did right. I like the update to the orc but not the getting rid of half orcs.
The only thing I actually really like is some of the feats they have changed up like I actually like what they did with Lucky (wasn’t sure about it at first but that was until I heard u get more luck points based on your prof bonus), also like they finally fixed magic initiate to how it should’ve been from the start, and what they did with Tavern Brawler I’m kinda on the rocks with. The update is cool and all but the funniest thing about the original tavern brawler is prof in improvised weapons. Like I’m playing as a improvised weapon fighter and I’ve never had more fun with a character honestly. The utter bs u can pull off is awesome lol. And then theirs Alert. Yea I hate the new alert. It shouldn’t even be called alert it should be called Tactical or Strategical cause that actually fits with what it does.
That was kinda long my bad lol.
Also not a fan of ability score improvements being tied to backgrounds and I believe they also got rid of the special feature from your background which I completely hate. Idk it just feels like everything is becoming way too generic and theirs nothing special about certain races anymore since they are all the same now.
Alright now I’m done lol
They took it out because it's a whole mechanic now.
You can be a half anything
@@exzyyd392 It’s not just being half something it’s actually getting abilities based on said half race that’s the problem. They should get different abilities then full breeds (like in the phb). Thats where the problem lies.
Now it’s like whoopie your a half human half elf (like in the phb) but u only get to pick one race to get abilities from. That’s extremely dumb. Like what’s the point?
I assume the only reason they did a reversion on Dragonborn and elf trance is to gauge community response to how attached they are to the old stuff. It is easy to forget sometimes that there were complaints floating around about the breath weapon as part of a multiattack or trance giving you a proficiency was not was an elf should be. As I heard at Paizo, you often don’t want to just put out things you know your audience will like but also new out their ideas and stuff you know that will be underpowered just to get a better insight on what the community likes or doesn’t like. This is the first of many playtests to gauge what sticks, not even close to the intended final version.
Pretty sure unless a major of the community starts praise reverting of the fixes, we will likely see the update Dragonborn and trance in future playtest.
I wonder if they'll make Owlbear something a druid can turn into the match the movie. Now would be the time to do it AND.....it would be pretty cool.
The movie is based off of 3.5, not 5e.
Personally, I would definitely allow a moon druid to do it instead of an elemental for their lvl 10 ability
The main reason a druid can't wild shape into an owlbear is that owlbears are classified as monstrosities in 5e and not beasts. _"Scholars have long debated the origins of the owlbear. The most common theory is that a demented wizard created the first specimen by crossing a giant owl with a bear. However, venerable elves claim to have known these creatures for thousands of years, and some fey insist that owlbears have always existed in the Feywild."_ So, conflicting accounts, but the RAW would seem to heavily imply that owlbears are not naturally occurring, which would explain why druids can't take that form.
That said, Owlbears don't seem particularly special for a CR 3 creature, so it wouldn't be a game balance problem. And they can rewrite the lore for the new rules if they wish. I don't think anyone would have a problem with it. And they were beasts in 3rd edition anyway, so who cares. When I look at an owlbear, I just think "Yep, that certainly looks like a fantastical D&D animal." It's, like, one of the LEAST weird things in the game, to be honest.
One big change with Inspiration is that you have to declare you are using it before the roll, so it gives you an on-demand Advantage but NOT a reroll
I’d like the halfling to get its dark vision back. It had infra vision (modern dark vision) in 2E and lost it in 3E and on.
Gnome’s went from a bonus on IWC saves vs spells to ALL saves is a pretty big buff, actually. Especially in light of the spell/magical ability separation.
Dragonborn were given darkvision.
It kinda becomes irritating that 6 out of 9 races have darkvision. It trivialises the use of lighting in encounter, making it a negligible nuisance instead of a tactical factor. Personally, I'd only give darkvision to underground races like dwarves and drow, and perhaps tieflings.
it doesn't remove lighting wholly as a feature, it only makes dark light dim and dim light bright, so unless players want disadvantage on seeing things, they'd have to carry light with them
Also, many DM will not bother with the 60 ft dark vision range. After than, they are blind
@@bleddynwolf8463 What truly matters is advantage/disadvantage on attacks in combat. You can't hide while lightly obscured by dim light, so that removes the danger of ambushes and fear of the dark. Best thing dim light can do is make a trap harder to detect.
If you don't want your players to trivialize light make them fight gloomstalker enemies. The gloomstalker perk makes them invisible to creatures relying on dark vision to see
@@tylerdavis4584 How many of those are there, though? Gloomstalker mechanic in itself is a crutch that appeared exactly because of this problem - almost everyone having darkvision.
I've read this a UA playtest packet a bunch of times and I like a lot of what I've seen. I'll be really interested to see how this evolves with player feedback come September when we can give our feedback on it.
Remind me, what was the differences between the Elven trances?
in the updated trance version you could change one proficiency you had with another each time you tranced.
One of the things we all have to keep in mind is that they are just giving out the bare bones of the ideas. By allowing the public to get an idea of what they are going for, they allow feedback to be given and would be able to use said feedback to make changes. Not all of these abilities are set in stone.
So what do you reckon of the new Ardling?
.
Love it. From flavor, to aesthetic, to lore, to abilities. They're sick. The one qualm is that the ones that get guidance and healing word are way more powerful than the other subraces
Because I’m a crazy person, the animals are just suggestions… FISH HEAD FISH HEAD FISH HEAD
Ardling or in this case( new aasimar) should have kept it how it was but have the option to have a animal feature which ill ask my DM to let me do since i dont want to have a animal head i wish they still had resistance to necrotic damage and radiant damage but im ok with them have it just to radiant damage
Aasimar?...
Gnome paladin: laughing at confused mindflayer colony who can't land a single control effect on him: XD
Fun fact: gnome ceremorphs were a thing since RotF and retain the personality and alignment of their hosts. Gnomes truly are the bane of illithid-kind!
Actually everybody wins because of the new feat in the background. Dwarves can always get weapon proficiencies they need from their class so their loss was the heavy armour that didn't cost movement.and could be very useful on a caster. They are still very good though and that tremorsense could be clutch when you need it.
Humans might be the biggest losers you have two feats now but for some builds one of the feats you used to be able to pick at first level were insanely good.
Drow no longer have sunlight sensitivity. Also, I think that they rolled back Trance because: A) They want to make the PHB as new player friendly as possible; and B) They're trying to dial back the blatant elf favoritism. Seriously, compare Astral Elves to new Kobolds and just try to tell me they care about game balance.
I think the modern DND crew is afraid of offending people or trying something new. They are literally just making the game more ambiguous.
Why tf did "SNAIL HOUSE!" make me laugh so much? 🤣
I like that they're moving some beginning stats from race to background. It more heavily weights nurture vs nature, which makes sense.
I think with the way they flipflop around they should have just removed it all together .. "During Character creation you can get a +2/+1 to the stats of your choosing" - There Done ..
nurture vs nature was already accounted for, by applying your stat distribution. nature was your race modifiers. nurture was the stat distribution.
now every race is more the same. it's kinda shame to be honest. making everything the same removes uniqueness from the races, wand whats special about everyone.
and with tashas rule, you already could make exceptions, so all it does is removing uniqueness from races.
but i guess thats what you get, when people scream racism at everything. WotC just want to protect their asses. understandable.
@@WilliamTythas that's literally what they did! Recomend researching
Half-Ardling. Just think of the possibilities. If you don't want a full-on animal head, just take random animal-like features and apply them to a different race of your choosing. Antlers/horns, sharp teeth, claws, fur, spots, special-looking eyes, a forked tongue, insect mandibles, the sky's the limit. Players are going to have a lot of fun with this.
Ability score increases coming from background rather than race ticks me off.
Should be both, but then again, I don't like the 20-cap for ability score increases.
I also don't like the ASI vs Feat selection, to which again I say, should be both.
Keep the +2/+1 from race, add two +1s from background, and add +1 from feat.
I literally just made a Xolo Dog headed Necromancer... So, I guess it's cool they made it a race...
I think they should’ve swapped Ardling for Aasimar.
Hopefully there will be enough feedback for them to make it so...
@@Napp2804 Yeah I feel like it just doesn’t really fit the game. It might work it specific settings but just doesn’t feel like a classic D&D race, which is what should be in the PHB
@@jacksonfisher4150 And Tielfing does? Lol. Sorry, if Tiefling is in, Aasimar should be. Tired of the bullshit Tieflings as it is
Ardling is meant to be more general, and like the counterpart to Tieflings.
@@567secret Ardling is meant to encompass all the animal races, like Tabaxi, Harengon, Kenku, etc. By doing this, it removes the uniqueness and cool abilities of those races.
I believe halflings actually got a slight buff. With natural 1 being auto fails in the new rules. Now halflings are going to be more powerful. Also the only thing stout halflings gained was resistance to poison which is small and the constitution buff doesn't matter because bonuses are gained from your background.
Great points! Yeah, in a vaccuum it looks worse but in the whole picture it's not nearly so bad!