What I missed: -Invisibility condition has a clause for Blindsight now -I neglected to mention the new method of spell preparation is by spell level (tough to sum up, best read it), but this technically wasn't new from past One D&D UA.
Well done. This is a perfect format for these. Long form videos for what will be many UAs is too hard to keep up with. Especially for me since I am not running these rules on my streams.
Yeah, it's heaps of details to keep up with. It's nice to get the skim notes. WotC should be doing this, and to their credit, they started mentioning the details that were changed, but they missed a few.
Thanks for the update! I am feeling generally good about the changes. Most positive is waiting til 3rd level to subclass, which will make it easier for new players and nice for choosing subclass alongside everyone else. A bit bummed I can’t get spirit guardians and spiritual weapon going at the same time anymore.
I agree that this update feels pretty good. I wonder if the Bards are going to feel like Bardic Inspiration is a lame class feature since it would compete with Guidance and Resistance as reactions.
I'm very happy that they removed the "once per long rest" restriction from both guidance and resistance. guidance basically works the way people have been using it (I assume), and resistance is way more useable now at early levels, since it being a reaction is very much preferred for combat use cantrips.
@@FlutesLoot I do understand that people wanted to playtest with the long rest, but I just think the restriction was too severe. It would under-perform in 2-3 person groups. I think it would be interesting in a low fantasy/survival setting, but it would be very crippled in most campaigns. Personally, I think it should at the very least have been number equal of proficiency bonus per creature, and scale up the dice just bit with level up if they wanted to keep the long rest.
It will be interesting how the cleric community will act after the spiritual weapon rework. It was our bread and butter move = spirit guardians and spiritual weapon.
Thanks Jordan. I would like to discuss the Unearthed Arcana and Clerics conceptually with you, using the new Go Live Together feature. What do you think?
Feeling ambivalent about this one. The race options are good and going in the right direction. The cleric class as a whole seems better. The Gorgon in the room is the divine intervention. This is basically boiled down to a, "I'm not sure what to do, DM help!" It's a cool ability but pulls a lot of the responsibility of solving the puzzles and defeating the monsters off the player. To quote Crawford, this is a massive "mother may I" after he stated that he wanted to remove those. As always great video!
That's exactly what Jake and I talked about in the stream last night! I don't like Crawford's "Mother May I" concept or how they're using it, but if he's going to use it, Divine Intervention *should* be on his radar. I personally like DI and have fond memories of it.
@@FlutesLoot I've been DMing for too long, I'm not a fan of DI in general. Although I have used it recently, but not in the form of a mechanic, it narratively fit the story to have a divine intervention. Fitting in mechanics to this could really make or break DMs. If the DM doesn't give enough to fit the players expectations then they have it out for your character, if you give too much then you never had faith that the player character could finish the encounter without help. It's a moving target and should be reserved for narrative instead of mechanics. This essentially is a get out of jail free card... Or your a bad DM.
nice quick vid. as expected the caster class comes out with more of a buff than a nerf. lots of people following the treantmonk on the whole "wait and see" on the martial/caster gap after the rogue UA. i said nope. no need to wait and see. look at wotc track record. past editions, books that have been released for 5e, the bard ua, the spells modified so far and now the cleric ua. there's no need to wait and see as wotc will never nerf casters to close that gap vs. martials. they will always buff casters or give them new options or retain the status quo. so the way to close the martial/caster gap are significant martial buffs. any nerf to a martial has been proved to widen that gap. always. now if the warriors get something new to boost dmg, rogues and other experts wont get it and they will get left behind further in the one combat thing they actually do decently: dmg.
So if you gotta prepare cantrips. Does this mean you won't have access to all your cantrips anymore? Or does the total amount you can have grow over time as you level?
The number of cantrips prepared matches the 5e cantrips known count and progression. Clerics will start with 3 cantrips, and 5 cantrips at level 10+. So in an adventuring day as a level-one Cleric, I'd have 3 cantrips available to cast, and I'd choose those 3 from the Divine Spell List.
What I missed:
-Invisibility condition has a clause for Blindsight now
-I neglected to mention the new method of spell preparation is by spell level (tough to sum up, best read it), but this technically wasn't new from past One D&D UA.
Nice a quick, lot of people being super detailed. This is something that could be shared
I had folks asking for quick rundowns, and I can certainly do that, haha.
Well done. This is a perfect format for these. Long form videos for what will be many UAs is too hard to keep up with. Especially for me since I am not running these rules on my streams.
Yeah, it's heaps of details to keep up with. It's nice to get the skim notes. WotC should be doing this, and to their credit, they started mentioning the details that were changed, but they missed a few.
More like D&Done
*sizzle* ooo
Thanks for the update! I am feeling generally good about the changes. Most positive is waiting til 3rd level to subclass, which will make it easier for new players and nice for choosing subclass alongside everyone else. A bit bummed I can’t get spirit guardians and spiritual weapon going at the same time anymore.
I agree that this update feels pretty good. I wonder if the Bards are going to feel like Bardic Inspiration is a lame class feature since it would compete with Guidance and Resistance as reactions.
I'm very happy that they removed the "once per long rest" restriction from both guidance and resistance. guidance basically works the way people have been using it (I assume), and resistance is way more useable now at early levels, since it being a reaction is very much preferred for combat use cantrips.
I hope they bring back the long rest clause. I suspect these cantrips will over-perform without it. Genuinely wanting to playtest them, though.
@@FlutesLoot I do understand that people wanted to playtest with the long rest, but I just think the restriction was too severe. It would under-perform in 2-3 person groups. I think it would be interesting in a low fantasy/survival setting, but it would be very crippled in most campaigns.
Personally, I think it should at the very least have been number equal of proficiency bonus per creature, and scale up the dice just bit with level up if they wanted to keep the long rest.
Very concise and detailed explanation.
Thank you
Sure thing, Scott!
It will be interesting how the cleric community will act after the spiritual weapon rework. It was our bread and butter move = spirit guardians and spiritual weapon.
Yeah, it was a common go-to damage option. It seems like the game update is going to have fewer damage options and less damage output.
Thanks Jordan. I would like to discuss the Unearthed Arcana and Clerics conceptually with you, using the new Go Live Together feature. What do you think?
I'd be down to try that out! I'll need to figure out if my phone can handle it if it's mobile only :P
@@FlutesLoot It's mobile only. I will get back to you on discord.
Feeling ambivalent about this one. The race options are good and going in the right direction. The cleric class as a whole seems better.
The Gorgon in the room is the divine intervention. This is basically boiled down to a, "I'm not sure what to do, DM help!" It's a cool ability but pulls a lot of the responsibility of solving the puzzles and defeating the monsters off the player.
To quote Crawford, this is a massive "mother may I" after he stated that he wanted to remove those.
As always great video!
That's exactly what Jake and I talked about in the stream last night! I don't like Crawford's "Mother May I" concept or how they're using it, but if he's going to use it, Divine Intervention *should* be on his radar. I personally like DI and have fond memories of it.
@@FlutesLoot I've been DMing for too long, I'm not a fan of DI in general. Although I have used it recently, but not in the form of a mechanic, it narratively fit the story to have a divine intervention. Fitting in mechanics to this could really make or break DMs.
If the DM doesn't give enough to fit the players expectations then they have it out for your character, if you give too much then you never had faith that the player character could finish the encounter without help. It's a moving target and should be reserved for narrative instead of mechanics. This essentially is a get out of jail free card... Or your a bad DM.
Good point
Nice breakdown
Some sounds good some not so much but I have yet to look at it
Thanks, Rivers! Sorry about the audio problems at the start of the stream last night, haha :P
nice quick vid. as expected the caster class comes out with more of a buff than a nerf. lots of people following the treantmonk on the whole "wait and see" on the martial/caster gap after the rogue UA. i said nope. no need to wait and see. look at wotc track record. past editions, books that have been released for 5e, the bard ua, the spells modified so far and now the cleric ua. there's no need to wait and see as wotc will never nerf casters to close that gap vs. martials. they will always buff casters or give them new options or retain the status quo. so the way to close the martial/caster gap are significant martial buffs. any nerf to a martial has been proved to widen that gap. always. now if the warriors get something new to boost dmg, rogues and other experts wont get it and they will get left behind further in the one combat thing they actually do decently: dmg.
Not looking good for Rogue. It feels completely overshadowed by the other UA classes so far.
So if you gotta prepare cantrips. Does this mean you won't have access to all your cantrips anymore? Or does the total amount you can have grow over time as you level?
The number of cantrips prepared matches the 5e cantrips known count and progression. Clerics will start with 3 cantrips, and 5 cantrips at level 10+. So in an adventuring day as a level-one Cleric, I'd have 3 cantrips available to cast, and I'd choose those 3 from the Divine Spell List.
@@FlutesLoot got it. Thx