#mostly im excited to see the developers' different ideas for certain mechanics all come to light; and to see which make it through
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this overview for the next onednd UA and the future of these UAs is actually really getting my hopes up!!
we’ve learned that a lot of the features in the first release were things the creators knew we might not like, but wanted to test anyway to collect feedback on, and that in the upcoming releases we’ll see multiple versions of different design elements to playtest, like:
- the rules for critical hits
- various ways of gaining inspiration in-game
- ritual casting / spell rules
with the big heads up that each UA released will have a reworked rules glossary, and that when playtesting, you should use all of the building blocks of all of the previous releases, but with the rules defined only by the glossary of the most recent one.
we’re seeing a lot of unification between the classes, with three big unified spell lists, instead of individual ones per class, and now, class groups, which group (presumably) 3-4 classes into one archetype, which will share some features across the board, for example the expert group: bards, rogues, and rangers (and optionally, artificers), which all gain expertise by merit of being in that group.
#dnd#dungeons and dragons#one dnd#d&d#dnd ua#my guesses for the other groups:#mage: wizard sorcerer warlock#priest: cleric druid paladin#warrior: fighter monk barbarian#mostly im excited to see the developers' different ideas for certain mechanics all come to light; and to see which make it through#the unification of certain class features is something im not CURRENTLY a huge fan of; but it doesnt seem to be too extensive and they#said the classes would still retain their individuality#AND it seems like; in unifying some features; others have been left Entirely up for grabs; like epic boons at lvl20 and so on#so a mix of uniformity and personalization in a way that could be pretty cool#so uhh thanks for coming to my tedtalk fgdhjsgh
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