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#dungeons and dragons 5.5e
raeynbowboi · 1 year
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Fixing the Wizard’s Spell Creation in OneDnD
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I will be the first to say that when I read the new system for Wizards to create their own spells, I was in love with the idea. It sounded like so much fun. Until I realized just how broken it could get. Forecage for free? Wall of Force? Darkness that only effects enemies? The wizard’s spell creation as it is right now is in serious jeopardy of wildly unbalancing the game, and is also stealing everything that isn’t nailed down from Metamagic. BUT, I do like the idea of Wizards creating their own spells. I think it’s a fun idea. So, how do we salvage this fun idea while also protecting the game’s balance? We pivot. Rather than breaking existing spells by removing casting components, give us tables of options to effectively sculpt new spells from these tables. So like... say I want to create a new necromancy spell. Step 1: spell school. It's a necromancy spell. Step 2: components? Let's say you need Verbal, Somatic, and Material components. What material?  You need a corpse, pile of bones, or an animated skeleton or zombie that is friendly toward you. Step 3: Range/AoE. This one targets one creature within 90 feet. What does the spell do? You use a dead body, pile of bones, or an animated skeleton or zombie that you control and break them apart to create a lance of bone and flesh. You then hurl that lance toward an enemy, dealing 4d8 Necrotic damage. Then you give it a name, level, and work with your DM to decide who can have access to such a spell. Is it just for Wizards, or can you teach this spell to Warlocks too? This is Goring Lance, a 4th Level Necromancy spell available to Wizards and Warlocks. And that's just off the top of my head. Make creating spells a way for your players to do something new instead of breaking spells that already exist. Have the tables to help without turning every single spell into the same exact thing. Have a way for players to create new non-damaging spells too. Maybe balance it with like a point system so that the more powerful a new spell is, the most costly it is to create, so your party isn't just making 400 new 9th level spells. Giving us a means of building brand new spells not only better fits the idea of the wizard inventing spells, but it also gets the wizard's hand out of the sorcerer metamagic cookie jar.
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leaslichoma · 2 years
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Wizards of the Coast has announced a new evolution of D&D with a playtest material, code name: One D&D | And other news.
For those not yet in the know on tumblr, Wizards of the Coast (WotC) has announced a new ‘evolution’ of D&D: One D&D. Wizards of the coast claims that this is not a new edition, and that it will be backwards compatible with certain 5e products. One D&D is not the only major news for D&D today; WotC has announced several new books to be released (Including one for the campaign setting Dragonlance) , and a few days ago has released a book for the Spelljammer campaign setting.
Official general news/summary video: https://youtu.be/XGT6kn_DYJM
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General announcement page: https://www.dndbeyond.com/posts/1313-wizards-presents-recap-catch-up-on-all-the-d-d
Link to official page for One D&D: https://www.dndbeyond.com/one-dnd .
In accordance with the announcement, Wizards of the Coast has released a playtest document with changes to the game. It is meant to be added on to a 5e game.
One D&D FAQ page: https://www.dndbeyond.com/posts/1310-faq-one-d-d-rules-d-d-digital-and-physical-digital
Direct link to playtest material/ Unearthed Arcana: https://media.dndbeyond.com/compendium-images/one-dnd/character-origins/CSWCVV0M4B6vX6E1/UA2022-CharacterOrigins.pdf?icid_source=house-ads&icid_medium=crosspromo&icid_campaign=playtest1
There are also a few videos of interest that have been released.
Trailer for One D&D: 
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Unearthed Arcana/ Playtest video:
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How to playtest One D&D:
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While there may have been something I’ve forgetten, that includes the most important news of today, and I have links to the most important stuff.
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cypress-punk · 2 years
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Saw the news about One DND and my opinion is that its stupid. For those not in the know, Wizards of the Coast is going to rebrand DND Fifth Edition to "One Dnd" and continue producing content for that specific game system rather than pursue a 6th edition. I dont care that they're keeping 5e around, its serviceable and very popular, it makes sense to keep supporting it. But the rebrand is just stupid. This is still an edition of Dungeons and Dragons, you can't claim its somehow "the only dnd" or "the one dnd" system because its just false. 4e, 3.5e, ADND, etc are still Dungeons and Dragons. This rebrand just muddied terminology and makes long form discussion of the game and its editions harder.
The one move theyre making here that I actually support is a revision of the basic monster manual, player's handbook, and dungeon master's guide. The goal is to bring them in line with the standards newer books are written to re: monster alignment and language in flush around player races, as well as reorganize the books, and I assume, clarify, the rules in the books. This is probably a necessary step to keep the game going. Fundamentally the mechanics aren't changing but I wouldn't be surprised if they added a few things or reworked/reworded a few class options to fix some issues the game had at launch. Looking at you 5e ranger and "monk weapon".
Anyway I wish this had just been an announcement of the core book revisions and maybe a decision to call this "5.5e" or "5e Revised" or something like that. The rebrand is really stupid and in my opinion probably more confusing to people, since they stated this isn't a major overhaul or new edition, they were real direct that this is still 5e at its core. But the name is changing. Thats just bad imo, especially when the name is changing to something that doesn't have an easy to parse relationship to "5e"
Anyway DND is a bad game. Play a different game. No Pathfinder is not a different game thats still fundamentally DND. Its like Dr. Pepper and Dr. Thunder. Theyre the same drink but one has better brand recognition. Play Blades in the Dark or something.
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newsaza · 2 years
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Cut Divine Spells That Need To Return In 5.5e
Cut Divine Spells That Need To Return In 5.5e
A new iteration of the Dungeons & Dragons Player’s Handbook is coming out in 2024 and it has the chance to bring back Divine spells that have yet to make it into D&D 5e. D&D‘s rules will be revised in 2024 as part of the 50th Anniversary celebrations of the game, which means that new versions of the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual will be released. Until then, the…
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clericofsune · 3 years
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What I Want From DnD 6e
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Wizards of the Cost has now put out two surveys for both the Races and Classes/Subclasses in the Players Handbook, which suggests they’re either gearing up for a Remastered Edition with updated rules and features, or they’re preparing for 6th Edition. Or perhaps like with 3rd Edition we’re about to get a 5.5 Edition. So, whether we get a 6th Edition, a 5.5 Edition, or just a remastered edition of the PHB, I wanted to air my larger scope desires moving forward. These are in no particular order, just my personal opinions, and I don’t need all of these fulfilled to be happy. These are just ideas I’m spit-balling.
A larger Spells Known List for Sorcerers: Sorcerers only get 15 spells total, while Wizards get 44. If Sorcerer and Wizard are supposed to be the quintesential pair of arcane mastery, it doesn’t look good when the Sorcerer has literally 1/4 the spells of the Wizard. Clerics, Druids, and even Paladins get more spells than the Sorcerer, and if you count Mystic Arcanums, then even the Warlock gets more spells than the Sorcerer. Whether they get Origin Spells or just larger spells known in general, these masters of the arcane need more spells. 
More Spell Slots for Warlocks: This is more of a personal grievance. The warlock is so limited that you are pretty much backed into a corner to rely on Eldritch Blast and discouraged from taking any spells that don’t deal damage. The only out is to play a blade pact warlock where your weapon attacks are a valid second option to casting spells or relying on Eldritch Blast. I think giving the Warlock spell slots equal to half their level rounded down or otherwise limiting the maximum amount to about 8-10 would at least relax the crushing grip that restrains the class as casters.
More Domains for Clerics: Clerics have one of the biggest subclass lists in the game, but look at the domains of 3.5e, and you’ll actually start to feel jealous over how few options we have in 5e. So many great options aren’t available, or are “covered” by an inadequate substitute. There’s no Ocean domain, but those gods are lumped into Tempest. A domain that has nothing to do with controlling water. Because flying and farting lightning bolts sounds like a power I would get from worshipping Umberlee. Likewise, every Love deity is crammed into either Life or Light, instead of just giving us a Charm Domain for them to rule over.
Additions to Cleric Domains: So, one thing that 3.5e has that 5e doesn’t is Evil, Good, Lawful, and Chaotic Domains, as well as Racial Domains. I don’t know how this could be implemented exactly, but finding a way to implement alignment or race into a cleric build when building your character would help each god feel different, even if it was in small ways. It should be different worshipping a Chaotic Evil god of the Sea vs a Neutral Good God of the Sea, or perhaps to see the difference between worshipping the Dwarvish god of Crafting vs the Elvish god of crafting. Doing this can make worshipping Sune different from worshipping Aphrodite, Veranestra, Luthic, or Iallanis, while also making the process of choosing your deity a more laborious choice, rather than slapping any random god into the slot. It’s a way to make who you choose as important as the character you’re building itself.
A Comprehensive Guide of Deities and Patrons: Similar to the Paladin,  I think Clerics and Warlocks would benefit from having a guide to different deities or patron options on an individual level with things like Tenants, unique features for following them, other kinds of boons or bonuses, what they ask of you or how to worship them, and what kinds of things they might want their Cleric or Warlock to do. By having this sort of thing, each individual patron or deity becomes more unique, and there’s a difference between worshipping Asmodeus, being his Warlock, both, or whatever. Even if you like playing as a Life Domain Cleric, serving Demeter would be different than worshipping Apollo. Same Domain, but different figure. Likewise, you could play three different Archfey Warlocks and each time serve a different master with an entirely different objective, boon, or pre-written story hook. Thus, adding more variety while also improving the roleplaying aspect that comes with playing a Cleric, Paladin, or Warlock. Sune might ask her followers to pay craftsmen to create instruments or artwork, while Freya might ask her followers to protect mankind from evil creatures, and Veranestra might delight in her clerics toying with the emotions of mortals. By making each patron or deity unique, it adds a layer to the roleplaying, and even gives non-clerics or warlocks an excuse to actually care about their setting’s pantheon.
Eliminating a Set Casting Stat: So this is likely to be an unpopular opinion, but set casting stats are a crutch when it comes to multiclassing. It’s very limiting, and you’re unlikely to see a Sorcerer/Monk because it requires too many stats and doesn’t leave enough room for other stats to matter. By eliminating a set casting stat, you open the door for a Bard/Cleric who worships the god of music, or a Druid/Paladin who swears an oath to the ancient guardians of the forest. It opens the door for more variety and customization.
Adding a Science Skill: There really should be a skill for knowing things like chemistry, physics, aliens, etc. and a broad-specs Science skill like Arcana for magical things seems about right. Obviously, it would be an Intelligence check.
Giving Player Characters a Trade: Another thing I found in 3.5e that we don’t have in 5e is an ability to invest time into improving on a skill or trade that can be monetized. Sewing, crafting, building, inventing, there’s a lot of room for player characters to have a trade from their backstory, but this seems to have been completely discarded for 5e, as there’s no real mechanics in place for owning your own business or crafting your own goods to sell, which leaves a lot of it to DMs having to make up rules if their players want to do this sort of stuff. Letting characters pick up a trade similar to a feat or gaining a trade from their background would benefit player customization, even on a smaller scale.
Making Players less reliant on the CON stat: This is a personal grievance. I hate that I can’t build a character without needing to invest in this stat. Any other stat can be a dump stat, but CON pretty much is not allowed to be. It wouldn’t matter if it mattered for skills, but it doesn’t. You just have to invest in it, or you’ll get very familiar with your settings’ version of the grim reaper very quickly. A high CON should just make you MORE tanky, but shouldn’t be mandatory to avoid dying. I’ve had many builds undermined by a need to focus on the HP stat that they couldn’t really do anything else.
More Elemental Spells: If you want to build a Fire or Cold damage character, you’ll be fine. Radiant and Necrotic have some variety. And Psychic has gotten more spells lately. But try to build a character with just Lightning spells or just Thunder or Force, and you’ll quickly realize that some elements get way more love than others. The WoTC team needs to really expand on elemental damaging spells to give players more variety with their options. Particularly with Lightning, Thunder, Force, Acid, and Poison damage spells, but even Psychic, Radiant, and Necrotic could still use more variety.
More Thematic Spells: Have you ever wanted to play as Poison Ivy only to realize there’s like 3 spells that actually attack people with plants? Or maybe you wanted to build a character that uses shadow powers, but the number of spells that use darkness or shadows are few and far between? I think DnD would benefit from adding more spells that fit into thematic groups, such as plant-based spells, shadow spells, telekinetic abilities, using fey, celestial, or fiend magic, elemental magic of water, earth, and air, etc. We recently got a lot of new spells for summoners, and that was great. So while it sucks they can only be summoned once at a time, it’s still an improvement over not having any summoning spells at all.
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keyboard-worrier · 3 years
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Announced: New version of D&D in 2024
At the D&D Celebration it was announced that a new version of the Dungeons and Dragons core books would be released in 2024, for the 50th anniversary of the game. Two pieces of info:
*It will be “backwards compatible” with the books you already own *They’ve taken into account responses to a bunch of surveys that went out recently about things like what people like/don’t like about the classes
This makes me think it will be more like “5.5e” rather than “6e”. For those who weren’t around in the 3rd edition era, 3.5e was a new version that fixed a lot of small annoyances but didn’t fundamentally alter the rules. I would expect better balanced classes and subclasses, more interesting monster design, and some confusing parts of the rules cleaned up.
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ddocentral · 3 years
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What I Expect From Dungeons & Dragons 5.5e
What I Expect From Dungeons & Dragons 5.5e
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raeynbowboi · 3 years
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6e Wishlist: A Divine Sourcebook
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With 5.5e or 6e now confirmed for 2024, I wanted to talk more about one thing I floated out on my “what I want from DnD 6e” post: A companion book for every deity, patron, etc. As a sourcebook, it would be primarily aimed at Clerics and Warlocks, but could also be useful to Paladins, Druids, Divine Soul Sorcerers, and anyone who wants to play a religious character, but doesn’t want to play a Cleric, such as a Bard who worships the god of music. Here are some of the things I’d want to see in such a sourcebook.
A compilation of every deity from every pantheon that exists within the DnD world, including the human ones. I’m talking the racial deities like Shardindlar from the Dwarvish pantheon, Shargaas of the Orc Pantheon, and Skerrit of the Fey Pantheon. From Greyhawk to Dragonlance, to Maztica and Eberron.
Information on each god, including their Alignment, Domains, type of followers, and a brief description of their role in the lore.
Information to help with roleplaying, such as festivals and feast days, what it takes to please them, their popularity/commonality within canon locations or cultures, attitudes toward their priests by outsiders, and what classes tend to follow them.
Boons or unique perks for picking that god over another. Whether this is giving every god and patron a Piety system like Mythic Odysseys of Theros introduced or a new feature, it can help differentiate the gods from one other, and help make who you choose just as important as the domain you choose. Have there be a difference between worshipping the Elven god of crafting vs the Dwarven god of crafting. This way, even if both would be Forge Domain, you’re still getting unique features depending on which one you choose, so even if you like playing Forge Domain Clerics, you can still experience something new each time you play by choosing a different god to gain unique boons from.
Have gods, patrons, churches, or cults come with pre-written story hooks, goals, ideals, bonds, flaws, and whatever else to give more options for unique narratives. By giving the gods or religious followers a stronger identity, it can help give shape to a PC’s story, give a campaign a compelling plot thread to follow, or just fascilitate in worldbuilding by knowing the roles that churches play in the local community.
If you gave gods and patrons something like a Paladin’s Tennants, it could help facilitate worldbuilding and character dynamics. This could connect to the piety system laid out earlier, and this was again something we kind of saw in Mythic Odysseys of Theros. The book told you what won and lost piety points with given deities so you could choose the one that best works with your character and playstyle.
Additional spells or features from worshipping a given god could help reduce the need for niche domains that can’t be stretched far enough to become a full Cleric subclass. Wanna worship Sune? Here’s a couple charm spells and a handful of features to give you that charm focused playstyle without having to make a proper Love Domain. Players want to play with a Sea God? Here’s a couple water spells, and free underwater breathing and swimming speed. Almost like a mini-subclass, but more limited, and with fewer benefits. Have these benefits unlock at levels when Clerics don’t gain anything else. So 3, 7, 9, 13, and 15 are viable levels to have new things unlock.
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