Now we are talking. Time for some bigger changes.
Arcane Spells/Divine Spells/Primal Spells – This
is a rework of spell lists to something simpler. Discussed below.
Artisan Tools/Tool Proficiency/Gaming Set/Musical
Instrument – Tools all now cost 15 gp and characters gain Tool
Proficiency. Tool Proficiency allows a character to add a Proficiency Bonus
with the Tools and Advantage. The Advantage is a buff.
Creature Type – No material change.
d20 Test – NERF
d20
Test means ability check, attack rolls, and saving throws. Rolling a 1 is an
automatic fail/Rolling a 20 is an automatic success. Homebrew rule forever – so
not material to me but likely big for some.
The real issue is the change to Critical Hits.
Critical Hits was “you get to roll extra dice for the
attack’s damage” then “add any relevant modfiiers.” This meant “if the stack involves
other damage dice…you roll those dice twice as well.” Let’s ignore most folks
also doubled the attack modifier (and should not have done so).
Now Critical Hits is “you roll the damage dice of the
Weapon or Unarmed strike as second time.”
So this means Rogue do not get to double Sneak Attack damage,
Paladins do not get Divine Smite damage, etc. It also means that spells do not
critically hit. This is a tremendous change.
I expect a lot of homebrews will allow spells to
critically hit. However, for now as written Critical Hits are much less potent.
One other note. If you have a Vorpal Sword with the +3
bonus to damage (lucky you). It does not turn it into a +6. It is only a +3.
Incapacitated – No Material Change.
Previously incapacitated meant that a creature cannot
take actions or reactions. That is straightforward
Now Incapacitated adds that Concentration is broken, a
character cannot speak and when an Incapacitated character rolls initiative the
character has Disadvantage.
Honestly, I would make the Incapacitated character Initiative
zero. However, none of this is game changing.
Inspiration – Buff.
Previously this was a reward by a DM to give advantage to
an attack roll, saving throw, or ability check. This is now renamed a d20 Test.
Also, you could only have one inspiration at a time. This
is the same.
What is new is that if a game mechanic gives inspiration (rolling
a 20, singing a song, or being human after good night’s sleep apparently) a
character can give that inspiration to anyone who lacks it.
A slight nerf is that Inspiration resets when a character
takes a long rest.
So, the reward of inspiration is being codified and gives
the DMs less discretion. I do not think this is a per se bad thing. It just
means that there will be a lot of rolls with advantage where there were no fewer
rolls before.
Long Rest – Mild buff.
Previously this was a period of extended downtime 8 hours
long with 2 hours maximum of light activity. Now it is the same.
Previously a character regained all its lost HP. This is
the same.
Previously a character regains all spent Hit Dice up to a
number of dice equal to half of the characters total number (minimum one). Again,
same.
Previously a character cannot benefit from more than one
long rest in a 24 hour period and must have at least 1 hit point at the start
to gain the benefit. Same.
The new rule is on interrupting the rest, right? The old
rule said if there is at least 1 hour of walking, fighting, casting spells, or
adventuring activity – the character must rest again to gain the benefit. Now if
it is interrupted, a character gains the benefit of a Short Rest.
The Short Rest benefit notwithstanding, this seems to be
the same rule.
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