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32 Gedanken zu „One D&D – CLERICS Playtest | Dungeons and Dragons | Web DM“
  1. With the "why have your Cleric roll Religion?" I feel like the explanation best is "the Wizard can know quirky details, the Cleric understands the community and ethos without question".
    So while the Wizard with expertised Religion can rattle off the entire lineage of some prophet, the Cleric is going to understand the lessons OF the prophet and how they influence their congregation.

  2. I 100% agree that the spell schools are dumb and useless. Some of them are thematic, like necromancy, and some are mechanical, like evocation and conjuration. Fireball is evocation but the exact same mechanics that instead do bludgeoning damage from hailstones is conjuration. That's silly.

    They need more thematic ones, like necromancy.

  3. Relatively agree so far. Technically with Scholar you could retrain your religion skill at 2nd level under the Scholar feature, but that's fiddly. I'd rather just see Scholar be "You gain two proficiencies from this list. If you already have proficiency in the chosen skill, you instead gain Expertise." Done. Holy Order should have an upgrade at 9th and higher levels.

    With spell slot = preparation slots, I think they're trying too hard to strike a balance of making Vancian magic user-friendly rather than either committing wholly to it or cutting it loose and letting it drift away into the olden days like the flotsam it is. I think to some degree, what all spellcasters could make use of under this system is an additional way to study or acquire spells beyond their prep limit. As a DM, I witness a ton of players look over spells and say "That's cool, but I don't want sto spend a prep slot on it" and who can blame them! There's a ton of spells that aren't combat spells that I would love to see moved into a non-prep zone. I know I'll be crucified for this, but I thought 4e had this right by disentangling them from spellcasting entirely and calling them Rituals.

    Turn/Smite undead I am frankly glad to see uncoupled from the CR system. In much the same way that Druid shouldn't be opening the MM to use monsters for Wild SHape, I don't think player abilities should interact with CR.

    Unpopular Spell Opinion alert: A "nerf" to Spiritual Weapon was long overdue. Spirit Guardians is next. Banishment shouldn't be one save ends, it should be 3 save ends like Flesh to Stone. Give extraplanar creatures disadvantage on the save (since they usually mage magic resistance feature). But having NO save at all makes Banishment a far too easy end button. Alternatively, reprogram it to be like Banishing Smite insofar as if it has less than X hit points it auto fails the save.

    Sublcasses should still grant 1st level auto-prep spells. Not sure why they think they can't do that just because you're 3rd level. The Life Domain healing Channel Divinity seems weak for 6th level. 3rd level life domain feature should affect any "magical healing". Not sure why they think they have to specify spell slots, as there are no cantrips that heal.

  4. There's a few headscratchers in here like the missing prepared 1st level spells is weird, but overall I like the breadth of options now available by removing locked-in choice from subclasses and making them open choices you make in the base class. I've never played the life cleric (which admittedly was only once or twice) as a frontline character with heavy armor, so Holy Orders is a welcome change. I'm very excited to see the Warlock now (which I've played many, many more times than cleric haha)

  5. As a long time DM playing since 1st edition, I agree with most of your observations in this video. Also bug me : Things like preparing spells from specific levels, channel divinity not being its own thing mechanically and relying on a Condition, the drop of always prepared 1st-level spells, Destroy Undead no longer destroying low level undead… Adding # of Proficiency Bonus times Channel Divinity a huge issue for multiclassing (1 level dip and you're set up to Channel Divinity like a single class cleric for the entire campaign…) ;

    Banishment used to be a 7th level spell that worked on otherworldly beings only. There's a simple fix : At Higher Levels. When you cast this spell using a 7th level or higher spell slot, celestials, fiends, and undead that fail 3 saving throws don't return…

  6. Jim here taking up all of my positions on D&D… or is WebDM actually why I started to think that way? Now I'm a little confused.

    But seriously, Ability Score Improvement is a bad idea. SAD-based design is even worse, though the ASI would probably be fine without SAD classes there. I'm less sure about the impact of point-buy based ability scores, but I will absolutely die on the hill of all ability scores for all classes. i.e all weapons use Dexterity to hit and Strength for damage, more Strength requirements for things, especially Heavy weapons to compensate, every spellcaster gets prepared spells based on their Intelligence, save DC based on Wisdom, and your "spellcasting ability modifier" is Charisma to represent the raw potency of your spells, or maybe bonus spell slots if we are doing those. I don't know in terms of the correct actual implementation, but SAD is cancer, and thank you for reminding me how much I hate it.

  7. RE: 50:15 I've been thinking [& writing] along these lines for some time now (inspired greatly by this latest WebDM series on the 1DnD-playtest). Those "lines" being; players having the choice of playing more of an "archetype" (one of the 4) for the first level [or 2, 3, or 4 levels], and at some point, either when it makes sense, when you choose, or based on the mechanical choice you pick to specialize into, that is when you become something other than a warrior, rogue, priest or acolyte, but maybe you join a Church/org. and are then called a "Cleric".
    E.g. you come across a city, monastery, school (with library in both) or whatever, and these locations have at least one option for learning a more specialized set of class ability stuff.. This sounds somewhat confusing, chaotic and vague, but i think it could actually be a method to really organize and/or sort out things for the players. Each group is going to go through a different type of fun: game exp. mix of players, DM style, setting, [maybe different rules system]. Then there is the latest mechanical ideas promoted from "official sources" A.k.A. Tasha's Bowl of Cer -i mean, Tasha's encouraging people to do more customization of their features etc.
    Edit+ P.S.
    The group could decide to play this stuff out and see how things occur naturally, [say if you aren't all that familiar with the people you're playing with yet,] or you could just skip most of it and move to level 3-6ish and write things into backstory(s) that tell of what happened. Maybe some players would want to do the full play-through of those early exp. and others might not want or have time to. That sort of thing could be optional as well… all dependent on communicating with the group in order to have the right expectations of course, but…
    just a few cents for thought.

  8. I don't agree that it's a compelling choose, because the choose between a feat or +2 is a apples and oranges type of choose. Do you want to have more utility or more statistical advantage is a bad choose especially when you want some thing for role play reasons, but that stats are all ways the more optimal choose.

  9. Banishment should be exceedingly hard to be used offensively as well as against Material Plane Targets and usually easy to use against Extra Planar entities. Higher Level Extra Planar will have some resistance, but think about it…if it weren't trivial to banish a demon back to their lands along with everything they summoned, then they would have already taken over the Material Plane.

  10. There's a weird noise that is in the background. It sounds like a "whirring" and then "boop boop" and continues. My xenolanguages training is a bit low but I am pretty sure that there is a plot of invasion happening soon and it will involve <REDACTED>.

  11. sadly, nothing in the playtest material changes the real problem with clerics: the fact that they are incredibly dull in combat. Yes, having high wisdom and prepared spellcasting means you get a number of useful things to do out of combat. Yes, the cleric has some power. But the actual playstyle of being a cleric in combat is total dullsville. You're very immobile. Your spells are mostly short-range. You have no useful reactions. Bless is amazing but is totally passive. Spirit guardians is pretty good and forces you to think about battlefield positioning (something you otherwise mostly aren't interested in), though it isn't universally applicable and creates problems at the table with flying creatures. Healing word is super dull and arguably overpowered.

    we need a new idea of what the cleric does. we need interesting mechanical choices that make combat fun.

  12. 1:06:05 I mean we don't have to completly outlaw it but provide DMs with examples on when multiclassing should be permitted rather than it being standard to permit it. Myself I only allow levels in a clas you have levels in when leveling. If they want levels in other classes they have to find someone to retrain them and then they can move a level from one of their classes to a diffrent one. But truth be told I am thinking of transferring out of DnD I'm thinking forbidden lands for one of my settings and pathfinder 2e for the other.

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