Top 5 Buffed And Nerfed Classes From One D&D

Поділитися
Вставка
  • Опубліковано 1 вер 2022
  • Get an INSANE 40% OFF World Anvil with code "DNDSHORTS" right here: www.worldanvil.com/dndshorts
    Support the channel and get over 60 pages of FREE D&D material, including two FREE adventures right here! / dndshorts
    In the final review of One D&D, we're talking about the strongest and weakest character builds as a result of the new rules! If these playtest rules come to fruition, what does that mean for your build? Let's take a look!
    I've been told to use keywords in video descriptions, but I don't know what I'm doing. I stole these tags from MonkeyDM who seems on top of this type of thing when we chat.
    TIER LIST How to play Dungeons and Dragons Beginners Guide What class to play in dungeons and dragons best class in D&D best subclass most powerful optimised monk build DandD Warlock Bard Dungeon Master, Fighter, Ranger, Artificer, Cleric, Barbarian, Wizard, Sorcerer, Monk, Paladin, Rogue, DnD Shorts D&D Shorts TikTok Dungeons and Dragons potentially a bit a with dungeoneering tabletop community next to tabletop RPG dungeons and dragons tt 5th edition dragons 3.5e DM GM dungeon master game master tips dnd shorts OGL OGL 2.0a 2.0 1.1 1.1a 1.0a
  • Ігри

КОМЕНТАРІ • 1,1 тис.

  • @DnDShorts
    @DnDShorts  Рік тому +47

    Get an *INSANE* 40% OFF World Anvil with code "DNDSHORTS" right here: www.worldanvil.com/dndshorts

    • @davisyoung5444
      @davisyoung5444 Рік тому

      Will check it out

    • @arsamamjadibeygvand4905
      @arsamamjadibeygvand4905 Рік тому +1

      One question @DnD Shorts.
      Can spellcasters use the Feat "Lightly Armored" and "Moderately Armored" to get armor proficiency?

    • @DnDShorts
      @DnDShorts  Рік тому +3

      @@arsamamjadibeygvand4905 yes they can, although it's not worth it in my opinion! I'd recommend grabbing a level in fighter instead to give you those proficiencies at a much lower cost! Take 2 levels to action surge as well!

    • @arsamamjadibeygvand4905
      @arsamamjadibeygvand4905 Рік тому

      @@DnDShorts Maybe it's just me but at my table IF we are playing with feats (which are in fact an optional rule and can completely be left out depending on the players and how they want to play 5E) in order to balance out the whole optional rule I let my players have an extra set of ASI which are tied to the Character Level as opposed to Class Level.
      These five Extra ASI are at levels 1,5,10,15,20.
      With this the players can balance picking Feats vs Actual Ability Score Improvement much better and the mechanic of feats itself becomes much more balance and viable.
      Again that's just me.

    • @Lurklen
      @Lurklen Рік тому +1

      @@DnDShorts The Tool Profs granting advantage thing was already in as far back as Xanathar's. Though it should have been in the PHB.

  • @apjtv2540
    @apjtv2540 Рік тому +628

    "Tool proficiencies can give advantage"
    "Can you hear that? That's the sound of every bard in the land crying out in joy!"

    • @Brashnir
      @Brashnir Рік тому +23

      Yeah, but the new spell lists are making support Bards cry out in pain.

    • @davisyoung5444
      @davisyoung5444 Рік тому +3

      They are doing a lot more than that

    • @EvaneCrow
      @EvaneCrow Рік тому +2

      @@davisyoung5444 like seduce? 🤣

    • @cacturne6183
      @cacturne6183 Рік тому +33

      To me I hear all the artificers in the land crying out in joyous revelry.

    • @spatha08
      @spatha08 Рік тому +19

      That rule already existed in 5e. Page 78 of Xanathar's.

  • @quantumofzentrix2748
    @quantumofzentrix2748 Рік тому +1221

    I just think players will just cherry pick the old and new rules that mesh best, I like the new grapple rules but prefer the old crit rules. As long as you're having fun in d&d it doesn't matter if you Frankenstein the rules.

    • @Johnny-vi7oq
      @Johnny-vi7oq Рік тому +91

      That's literally why I watched this video, to see what to ignore and what to incorporate into my current campaign. I'm already thinking about gifting the crafter feat to one of my players for free, they would've gotten it at the beginning if the game started a month or two later anyway

    • @Dwoods451
      @Dwoods451 Рік тому +4

      Yeah, I agree

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому +21

      We still need the full UA PHB. The stuff shown now is not enough to fully make an a critical decision beyond isolated issues in relation to 5e X OneDnD.

    • @davisyoung5444
      @davisyoung5444 Рік тому +2

      Definitely what I am doing

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому +11

      @@Johnny-vi7oq
      Crafting (outside of Scrolls) is kind of shafted and nonexistent in 5e. After all, the Shop doesn't have everything that most video games have in regard to Armor, Weapons, and Shield types etc.
      It's just more effective to buy stuff than to craft stuff in 5e.

  • @gailengigabyte6221
    @gailengigabyte6221 Рік тому +619

    For everyone calling foul about the new crit rules, let wotc know (with constructive feedback, of course). We still have over a year until the new rulebooks are released.
    EDIT: Thank you SO much for the 500+ likes!
    Personally, I think that they should keep the crit rule for spells and abilities, but make it so crits don't stack with abilities that give guaranteed crits damage, preventing stacking crit damage. Might not be the best, imo, but we still have time to find a way balance the crit rule and give feedback.

    • @MrTrilbe
      @MrTrilbe Рік тому +20

      also read the rules yourself beforehand, the one in this video is apparently a "suggested rule", no clarification if it's an optional rule or because it's a beta ruleset

    • @onepangaean3018
      @onepangaean3018 Рік тому

      How

    • @onepangaean3018
      @onepangaean3018 Рік тому +2

      How do I give feedback

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому +13

      @@MrTrilbe
      Maybe every rule is just a suggestion by this point in One DnD...
      It's redundant for WotC to call their new Crit Rules as "an option" but I guess wasting digital/physical paper is something.

    • @spatha08
      @spatha08 Рік тому

      @@onepangaean3018 D&D beyond.

  • @siegfried1422
    @siegfried1422 Рік тому +243

    "only weapon damage can crit"
    I recognize the council has made a decision, but given that it's a stupid #$& decision, i have elected to ignore it.

    • @siegfried1422
      @siegfried1422 Рік тому +3

      If you want to double the damage modifiers as well, like your strength, dex, or sharpshooter
      Then i would personally use Starfinder crit rules where your attack would still have to hit the target to get double damage.
      Just to balance the scales a bit. Stronger crits means less likely to happen.
      Not much less likely because of bounded accuracy, but still.

    • @Avigorus
      @Avigorus Рік тому +1

      Our table currently uses a crit and fumbles table where you roll to see what happens, could be anything from double damage to instant death on a crit (admittedly you basically need to roll 00 but still), and fumbles can include things like your AC goes down until you can spend time fixing a wardrobe malfunction.

    • @lord6617
      @lord6617 Рік тому +1

      Okay. If I can't crit, then I guess I just auto-hit then, right?

    • @Avigorus
      @Avigorus Рік тому +1

      @@lord6617 In 5.5, that's what monsters get (auto-hit only, no extra damage at all). Players still double-roll the weapon, but nothing else. Flaming sword? That fire die only rolls once. Sneak attack? Single roll. Rune Knight Giant's Might? Un rollo. Etc.

  • @GreycatRademenes
    @GreycatRademenes Рік тому +286

    Honestly, with how many people complained about the new crit rules (both player and npc), I doubt they'll stick with it. You can argue this makes things more balanced, but I had multiple players that rather NOT PLAY than play a game with no flanking.

    • @l4unchp4dgaming38
      @l4unchp4dgaming38 Рік тому +16

      Why nerf them at all? I have to roll a crit for it to matter at all.

    • @Newbtuber
      @Newbtuber Рік тому +17

      It is just a poor attempt at change. One of their reason for the change to DM no crit was citing that they have recharge abilities but they didnt introduce new recharge to more monsters. So what is the point of trying to convince DM that they can not crit without offering more recharge. I still think the change suck regardless. I rather have crit then recharge abilities since it is just more stuff to manage.
      What I always do is ask my player how they want to work crit because how they want crit to work will also work for monster. Do you want double crit? Or roll 2nd damage die? Add modifier then double?

    • @GreycatRademenes
      @GreycatRademenes Рік тому +8

      @@l4unchp4dgaming38 Because someone complained that their character keeps getting critted?
      I know lv1 stuff can be easily deadly, that's why favor that part being more about skill challenges, rp and player creativity (See Witchlight and Netherdeep).

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому +4

      Casters don't really Crit anyways so their -1 dpr less isn't even close to everything else they can do.
      Unlike Martials... "I'll just attack."

    • @willieoelkers5568
      @willieoelkers5568 Рік тому +6

      @@GreycatRademenes Honestly, my take is just to leave the insta-kill rules out of play until about 3rd level or so, at which point most sources of damage that can drop you super fast are saves, not attacks. Because yeah, hard RAW does mean one nat 20 followed by high rolls can instantly snuff out a really low level character.

  • @tiredtortoise3396
    @tiredtortoise3396 Рік тому +188

    “Hunt some displacer beasts, or an aboleth, or even a Beholder. It gives you an addictive endless cycle of sidequests. Craft gear, level up, go out, craft better gear.”
    Me: *Feels the claws of the Monster Hunter franchise dragging me back to try for another S. Magala Mantle*

    • @jonathanramirez4003
      @jonathanramirez4003 Рік тому +3

      Gotta love when DnD makes u think of Monster Hunter

    • @lucielm
      @lucielm Рік тому +2

      Come hunt with us, forever and ever and ever.

    • @PyroGobbo
      @PyroGobbo Рік тому +1

      I would tottaly send the party fight the whole monster hunter bestiary. Possibly all at once.

    • @tiredtortoise3396
      @tiredtortoise3396 Рік тому +1

      @@PyroGobbo A decade or so ago I wrote all of the Monster Hunter monsters (at the time) as homebrew for a Warhammer Fantasy Roleplay campaign I was running. I imagine they would not be too difficult to translate into Dungeons And Dragons, nor to make magic weapons and armour evocative of Monster Hunter.
      Imagine a Beholder Armour Set.

    • @lucielm
      @lucielm Рік тому +1

      @@tiredtortoise3396 Most Wyvern types like Rathalos and Rathian could use the Wyvern basis and modified from there. For Rathian/Rathalos give them a firebreath. For astalos they can replace the stinger poison with electricity and use an electric spell if electricity exists in dnd.
      Maybe Nargacouga/Tigrex and their like could be a modified large cat type or something.

  • @LORDOFDORKNESS42
    @LORDOFDORKNESS42 Рік тому +115

    The new Crafter Feat & Artificer seems like a fun combo.
    That's like... what, 20 GP for a Common Item, and 80 GP for Uncommon ones? 1,25 & 2,5 workdays? If my math is on point?
    Only viable with ten levels in Artificer, but still. Seems like a really fun combo, as long as you're GM doesn't tear their hair out over all the magical tools clinking around in your bag of holding.

    • @zbeavermanz4277
      @zbeavermanz4277 Рік тому +14

      It unfortunately does specify non magic items for the discount so yeah it's still bad

    • @caiusdrakegaming8087
      @caiusdrakegaming8087 Рік тому +9

      @@zbeavermanz4277 As if people won't just tweak the feat so it works with at least common and uncommon magic items. Because seriously, what's the point of it only giving the discount to mundane items when even common magic items can be available at like level 4 or 5? Makes no sense to restrict it like that

    • @zbeavermanz4277
      @zbeavermanz4277 Рік тому +10

      @@caiusdrakegaming8087 don't get me wrong that I believe is absolutely valid but it's important when discussing builds that we talk in RAW as in its current state is simply shit

    • @jeydomo
      @jeydomo Рік тому +4

      Aim for making a ring of sustenance like I do, and with an extra 7 hours, I can power through crafts to make for my party and/or to sell to use the funds for those that have what we need.
      1 hour for a full rest as a wizard, mmmm it's satisfying time saver.

  • @nightshade1124
    @nightshade1124 Рік тому +156

    I'm confused as to why a Spell that has an Attack roll shouldn't be able to Crit. I mean, as a Warlock, Eldritch Blast is our bread and butter. Yeah you could go with a melee build and try to get the Crit, but being able to be at a distance and pick off things with E Blast and sometimes getting that sweet, sweet extra damage was awesome.
    Now it just feels... sad.

    • @xuklysc
      @xuklysc Рік тому +11

      I mean, I guess it is intended to stop spells that deal various dices to become crazy when critting. Also EB (as much as I may hate it for how much free consistent damage it gives with a bit of invest) might not be a cantrip but a class feature and thus gain crits

    • @gystes_
      @gystes_ Рік тому +5

      Eh, for cantrips that aren't EB, crits were kind of busted. A crit firebolt could outdamage all of a martials attacks for a round.
      Attack rolls on leveled spells however were always kind of bad. Honestly I'm fine with no more crits on them if they would at least give us half damage on a miss.

    • @Schmeethe88
      @Schmeethe88 Рік тому +32

      @@gystes_ uh, not really. A crit firebolt, even if we assume level 11, is a max of 60. A fighter would be making at minimum three separate attacks, each with strength or dex modifier and relevant class features. That could easily be over 60 damage without any crits, or even before rolling any dice with a +1 weapon and GWM/SS.
      A well built martial deals more damage the vast majority of the time, spellcasters have powerful utility, buffs, debuff, control, and AoE. Only a handful of attack roll spells were worth bothering with, and this change is completely unnecessary and strips a few of the ones that were left.

    • @timseyer6769
      @timseyer6769 Рік тому +7

      @@Schmeethe88 very well thought through and very well put to text. Your text would be perfect for copy pasting to the survey. 👍🏻

    • @Ailieorz
      @Ailieorz Рік тому +8

      @@Schmeethe88 And, spellcasters only get ONE spell per round, I've literally done nothing some encounters because I rolled bad (and the room was too small to fireball). AND then we have to deal with legendary resistances...

  • @KevinVideo
    @KevinVideo Рік тому +31

    As it stands right now with One D&D, you're not wrong about the buffs and nerfs. However, I'm reserving judgment until we see the new versions of each of the classes and subclasses. We might see some changes that compensate for the new rules.
    On the note of crits only working with weapon damage, the one thing that was glossed over entirely is how much this debilitates subclasses like the spores druid and grave cleric. Can't negate critical hits if there's no critical hits. As well, this makes adamantine armor completely worthless.

    • @slydoorkeeper4783
      @slydoorkeeper4783 Рік тому +3

      Yeah, I brought it up in another comment thread, but these new rules would essentially make the extra damage 2.5-7 (taking the average rolls) points depending on the weapon. I'm sorry, but at that point critical hits might as well not exist. Hopefully though, they are making class changes too. Or having rules like, "sneak attack is considered weapon damage."

    • @TurtletheShell
      @TurtletheShell Рік тому +1

      I mean, most players (i.e spore druids) won't even see much play past level 14, so it really isn't much of a nerf there for most people. It also isn't a nerf to them because you are still only going to be hit with normal damage. It might make that one feature seem less powerful, but the subclass will still be as good as it is now, if not BETTER because crits won't hit you as hard in pre-level 14 territory. That said, the crit rules changes are dumb, I just don't think that is that big of a deal. Especially since you also "can't be blinded, deafened, frightened, or poisoned." Definitely wouldn't be opposed to them going back and adjusting that feature though (if crit change goes through) and buffing it a bit.
      For Grave Domain Clerics this is, on the other hand, a big hit. Their feature comes at level 6 and only really deals with critical damage.

  • @demnix6210
    @demnix6210 Рік тому +64

    I personally really dont like the new grappling rules.
    Its easier to shove over a mighty ogre, than it is a commoner with chain mail.
    The escape at thebend of your turn means youre still there at the end of your turn, and will probably get re grappled. Rogues and monks with bonus action disengage losenout, and instead of 1 opportunity attack, you'll have multi grapple attacks to avoid.
    To help monks, they could build this unarmed attack method of grappling, but leave make it a 'd20 test' using ath or acrobatics. Then your escape artists can benefit from their expertises skills.

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому +1

      My Eldritch Knight: "Opportunity Attacks are my Spells."
      More options are good but the escape DC for Players is kind of weak. 19 is low if high level monsters can add modifiers to escape or grapple a lv20 character based on AC.

    • @zeekeno823
      @zeekeno823 Рік тому +1

      For me, I hate the penalties to grappling a target. There is a heavy disincentive to grapple now. The new "slowed" condition halving movement like before, all attacks have advantage on you, and you have disadvantage on dex saves.

    • @demnix6210
      @demnix6210 Рік тому +2

      @@zeekeno823 have another read, you only are 'slowed' while moving the target.

    • @zeekeno823
      @zeekeno823 Рік тому +4

      @@demnix6210 ah, so this is true. It is still a nerf to grappling though, and any kind of funny business that normally occures from moving a target

    • @ExeErdna
      @ExeErdna Рік тому +2

      @@zeekeno823 Putting slowed make no sense especially when you factor in str as a stat. If I'm medium grappling something small why are they making it seem like that player can't lift. If they're grappling they shouldn't be slowed

  • @reedcramer8930
    @reedcramer8930 Рік тому +18

    A point to make, the grappled creature can just use an unarmed attack of its own against you and push you with it breaking the grapple, it’s not forced to wait till the end of its turn

    • @sidecharacter7165
      @sidecharacter7165 Рік тому +1

      Not if tou’re a Bugbear(Extra reach holds grapple)

    • @reedcramer8930
      @reedcramer8930 Рік тому +2

      @@sidecharacter7165 yep that’ll do it

    • @DnDShorts
      @DnDShorts  Рік тому +19

      Terrific point, that actually raises a very interesting RAW topic. Currently, most creatures in D&D don't have "unarmed strikes" available. Example, a brown bear can make a bite and claw attack, but these are treated as natural weapon attacks, not unarmed strikes! Same goes for many demons and just about every type of monster really. If they keep these rules, DMs will need to adjudicate and communicate clearly with their players. Would a bear choose to shove you, rather than slashing with their claws? Because that "shove" isn't a part of its multiattack, it would be sacrificing its entire turn to do so, if we adhere to RAW, but that doesn't seem very fair! Many similar cases will arrise with different monsters. I'd never considered this before you mentioned it; certainly something to think about and be ready for! Grappling tactics gonna be much bigger thing in the future I believe.

    • @reedcramer8930
      @reedcramer8930 Рік тому +2

      @@DnDShorts Yeah that’s something I was thinking too and goes back to the issue of monsters not really having their attacks considered unarmed attacks and the whole weapon attacks confusion, hope this gets cleared up

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому +1

      @@DnDShorts
      Back in 5e... I don't know if it's the same in OneDnD... I could shove (as a Fighter) a 10ft melee reach enemy twice (with extra attack) by dual wielding a 5ft weapon and a 10ft weapon. Keeping them 15ft away from me. (Grid map).
      I'm not sure if Shove/Prone is still applicable for Melee Weapons as it is in 5e. Since it seems to be tied to Unarmed Strikes.

  • @DnDShorts
    @DnDShorts  Рік тому +43

    *You* *can* *vote* *on* *these* *changes!* Take the survey to have your thoughts heard! www.dndbeyond.com/sources/one-dnd/character-origins

  • @StealthGamer37
    @StealthGamer37 Рік тому +99

    No one’s gonna use that weapon only crit rule. I don’t even know if that is what it meant, ‘cus that ruins crits entirely.

    • @KevinVideo
      @KevinVideo Рік тому +9

      Not even just a weapon crit, but a player weapon crit. Monsters can crit at all, and NPC weapons don't crit.

    • @MrTrilbe
      @MrTrilbe Рік тому

      until the normal rule is clarified, i dunno cos the one in this video is a suggested rule, ie optional

    • @Mikey-ve6wd
      @Mikey-ve6wd Рік тому +10

      @@MrTrilbe One Dnd is backwards compatible. In other words it can be added onto dnd 5e per DM discretion.

    • @FacebookAunt
      @FacebookAunt Рік тому +4

      It is possible that is the general rule, but certain classes or subclasses could get a specific rule that overrides it. We just don't know yet.

    • @isaacgraff8288
      @isaacgraff8288 Рік тому +6

      The only reason I can think of that is trying to balance Martial/Caster power but... yeah that is a stupid rule. Even if it becomes an 'official' rule. WotC has also basically said 'if you don't like something; homebrew it or wait for someone else to'.

  • @stuartclements6243
    @stuartclements6243 Рік тому +27

    My problem with the new grapple rules is that a level 1 character can now knock an owlbear prone with a 13. The fact that the owlbear is absurdly strong means nothing.

    • @soybeanz2834
      @soybeanz2834 Рік тому +1

      Wow I didnt think about it like that

    • @dungeonmaster3464
      @dungeonmaster3464 Рік тому +4

      I like the idea of grapples being linked to unarmed strikes, but wouldn't it make more sense for the enemy to roll to escape at the beginning of their turn?
      Like, you successfully gave an owlbear a bear hug, CONGRADULATIONS, but that owlbear will easily break out and maul you.

    • @davidstratton696
      @davidstratton696 Рік тому

      @@dungeonmaster3464 It would be welcome cause it makes monks better but it should really be a decision. Like do u want to make an unarmed attack to grapple or make an athletics check to grapple. It’s also a lot easier to get bonuses to athletics then an unarmed attack thanks to expertise. And if your a raging Barbarian u don’t need to rage and if u have a way to become larger due to a class/subclass ability or a spell like enlarge u can gain advantage on the check (without needing to reckless attack with Barbarian). Monks needed this buff tho. It should maybe only be a monk thing idk. And then it’s gonna be harder to get out if u have a high athletics (if keeping an enemy from escaping is still based on athletics that is).

  • @backonlazer791
    @backonlazer791 Рік тому +57

    The new grappling rules are a bit weird when you consider that a guy in armor is harder to grapple than someone wearing nothing.

    • @AnaseSkyrider
      @AnaseSkyrider Рік тому +5

      It's why I don't like simply basing it on attack rolls. 1D&D stresses even further the problem of 5e's "everything is advantage and AC". While I don't want to see Touch Attacks be a thing again, it's always bothered me that restraining someone in, say, the web spell, is just as effective if they relied on their mobility for defense or if they had thick armor/hides.

    • @naproupi
      @naproupi Рік тому +1

      @@AnaseSkyrider Touch attack was one of the features that actually gave coherence and separated dex and strenght builds in a logical way.
      In a similar way, losing your dex bonus to ac was such a more logical demerit for being flat footed than getting the exact same advantage for everything.
      5e really diminished the amount of subtility and weakness/strenght of each stats, and 1D&D will only make it more obvious.

    • @koalabro6118
      @koalabro6118 Рік тому

      This is why I say we use both rules, at the grappler's discretion. you can Unarmed Strike to grapple, or you can Athletics contest to grapple.

    • @anonymoose2474
      @anonymoose2474 Місяць тому

      Well, the real problem is that a dude wearing armor is harder to grapple than certain large beasts and monsters. Someone wearing armor being harder to grapple makes perfect sense. You ever try to wrestle someone wearing knight armor? Its definitely not easy. They're heavier so harder to push and way harder to lift. They're hard so it hurts to grab them. They have metal reinforcements so it's hard to bend them. They aren't as easy to physically grab due to the texture of metal vs skin

  • @Risu-sama
    @Risu-sama Рік тому +63

    I don't like the grapple change, it makes strength even less useful as an ability score.

    • @crabunderarock5548
      @crabunderarock5548 Рік тому +1

      Athletics is a pretty common skill IMO, even without grapple

    • @Ailieorz
      @Ailieorz Рік тому +18

      It's like that rule was created by a Hollywood casting director who thinks it's perfectly ok to expect a 90lb woman to punch out a 200lb dude without trying...

    • @Risu-sama
      @Risu-sama Рік тому +13

      @@crabunderarock5548 I don't agree, without grappling Athletics is a rare skill check.

    • @slydoorkeeper4783
      @slydoorkeeper4783 Рік тому +6

      @@Risu-sama I agree with you, I may be newer to 5e, but in all the games I've played I've seen it rolled once. ONCE.

    • @ExeErdna
      @ExeErdna Рік тому +7

      Why already nerf such a rare check? For a gimmick some characters shouldn't even be attempting. Like a monk, eventhough I've seen a homebrew Grappling monk yet they replace all dex checks with str.

  • @TheKauzdoctor
    @TheKauzdoctor Рік тому +10

    A thing I havent seen anybody talk about yet is the new magic initiate feat. At lvl 1 you can choose any two cantrips and 1 first level spell from one of the Spell Origins and, most importantly, choose your spellcasting ability. That means now everyone can take Shillelagh at Lvl 1 with their main stat. Imagine Bladesinger Wizards with that, or artificer, or Paladins with all charisma no strength, or Warlocks that can do melee without beeing Hexblade. There are so many great combinations with that.

  • @icaimas719
    @icaimas719 Рік тому +13

    The skill+tool advantage rule has for a long time been one of my favorite rules from Xanathars and I'm happy they brought some more focus to it.

    • @AnaseSkyrider
      @AnaseSkyrider Рік тому

      Where does this rule exist? All the tools in XGTE just say things like "you gain additional insight", which is extremely loose as to what that could mechanically mean.

    • @AnaseSkyrider
      @AnaseSkyrider Рік тому

      @@MsKeylas
      > " Advantage
      If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage. This simple benefit can go a long way toward encouraging players to pick up tool proficiencies. In the tool descriptions that follow, this benefit is often expressed as additional insight (or something similar), which translates into an increased chance that the check will be a success."
      So it is. It's just a DM option, rather than something they designed with intent that DM and players will follow, for balance reasons, like any other part of the game.

    • @AnaseSkyrider
      @AnaseSkyrider Рік тому

      @@MsKeylas What conversation do you THINK we are having??????????

    • @AnaseSkyrider
      @AnaseSkyrider Рік тому

      @@MsKeylas Hey, asshole, I didn't imply shit, I simply asked where it is. I've seen multiple people mention XGTE, so I already knew there had to be some kind of reason, and this is the first time I got an answer.
      I mentioned the suggestion part because it means not every DM will actually use it, and contrasted that with actually making it a core rule meant to function within the design scope of the game. And yes, being a suggestion (one of TWO different options) means it's not a core rule. It's not something you can expect any more than expecting to use Healing Surge.

  • @blizz2748
    @blizz2748 Рік тому +11

    For crits I always suggest a slight change. Max damage plus dice. Nothing feels worse than rolling 2 1s and dealing nothing

    • @johnathonelliott530
      @johnathonelliott530 Рік тому

      I do this for my campaign too. Best way to handle crits in my opinion

  • @TheEmperorGulcasa
    @TheEmperorGulcasa Рік тому +9

    I think casters and especially half casters got big buffs. Casters, especially like Sorcerer with it's poor spells known now can get a ton of spells known from race and feat options as well as some low level slots. Alert now can also let your party rogue swap initiative with the wizard so they can lay down hypnotic pattern first, making the powerful opening spell even more reliable. Paladins can get a good ranged option and utility and shield with magic initiate also, which massively boosts their versatility and durability to make up for crit smite loss. Meanwhile, the pure melee feats kind of suck.

  • @thomaspetrucka9173
    @thomaspetrucka9173 Рік тому +8

    It sucks because almost all the martial classes get the shaft a little bit because most can only learn to do one thing, while spellcasters can be SO versatile. I try and my martial players magic items early just so they don’t feel so they scale evenly with my spellcasters.
    The new crit rules feel like they’re taking away options from the already limited fighting classes, and I really don’t like it.

  • @adamelalouf3600
    @adamelalouf3600 Рік тому +39

    To be honest, I don’t love the changes to shoving and grappling
    First of all it makes acrobatics and athletics pretty much useless, but that’s not the main part, because I’m guessing they’ll add uses for these skills
    The main part I don’t love, is that the fact that you grapple by hitting may seem good at first, when you really think about it it’s actually a nerf to grappling builds, because a really common for casters to dodge. This affects attacks but not ability checks, which means you were far more likely to succeed with an ability check then you are with an attack roll. On top of the shield spell, and all the other ways casters have to prevent getting hit, I think overall this is a nerf to spells and features that improve ability checks, a nerf to grappling, a buff for casters, and a massive buff for things that improve AC (which were already very strong)
    I think this makes the game, and building characters much less interesting, and gives you less things to think about, as improving your ac covers almost all bases now, other than saving throws

    • @bonthebunnycat667
      @bonthebunnycat667 Рік тому

      With the reworked feats you can have like proficiency in 16 skills now at lvl 4, I dont see how it is s nerf

    • @koalabro6118
      @koalabro6118 Рік тому

      I think that both options should be available, at the same time.
      Dealing with High AC spellcasters or armored foes? Do a skill-check-grapple.
      Want to get a hold on that elusive skill-monkey? Do an unarmed-strike-grapple.
      Grapple has always been weak, by increasing the ways to get to it, you increase it's versatility. Grapple buff FTW.

    • @zarthemad8386
      @zarthemad8386 28 днів тому

      .... the horde of rats attacks you ... they hit your AC..... you are now pinned and have to beat all of 40 different attackers to not get eaten alive... per turn
      Scenario 2: the gnome wizard attacks the ancient red dragon hits and decides to push the dragon off a cliff (5e base rules have infinite fall height)
      .... horrible rule

  • @2MeterLP
    @2MeterLP Рік тому

    I love Big Blue saxophoning in the background, great music choice!

  • @richardboyd1790
    @richardboyd1790 Рік тому +14

    Big, reasource expending crits are so fun, I wish that ever martial had an thing to do on critical like rogues and current paladins. Various fighter subclasses, and a few others have things to do, but I think crits, and big resource dumping crits can amd should be a feature of any martial class.

    • @slydoorkeeper4783
      @slydoorkeeper4783 Рік тому +4

      Yeah, I really didn't like how in 5e crits only felt good if you were playing a rogue or a paladin. Now they straight up just made crits something that might as well not exist. I mean, you at 2.5-7 extra damage (taking averages here) depending on the weapon. Like, why bother at that point? They need to make crits stronger, not weaker. And this just feels like a bigger nerf to martials encouraging to play more casters.

    • @ExeErdna
      @ExeErdna Рік тому

      @@slydoorkeeper4783 Yet casters can't crit atm so it's bad for both. Fighters were fine because getting 6 attacks pretty early is kill beat the crap out of most things. Where rogue has to set it up and the paladin needs to burn up slots.

    • @justnoob8141
      @justnoob8141 Рік тому

      @@ExeErdna literally the only caster who got nerf is Warlock, the rest rely heavily on saving throw which doesn’t use crit

  • @robertsteele6415
    @robertsteele6415 Рік тому +51

    I think it's important to note that the critical nerf doesn't necessarily mean rogues sneak attack won't be able to crit. We have yet to see the updated classes. It's very possible that rogue sneak attack damage may have additional rules including allowing sneak attack damage to be doubled on crits.

    • @cameronbuxton5963
      @cameronbuxton5963 Рік тому +4

      Exactly. I think everyone is right to point out how the game nerfs playstyles across the board with the crit adjustments, (the following is optimistic) but it leaves room for feats or classes to reward specific playstyle. For example, if Rogues cannot double their sneak attack dice as a core class feature, maybe One D&D’s Assassin archetype may recieve it as a feature to give the subclass some identity AND help DMs balance around typical outliers in probability. Again, I totally get that this is possibly an overly-optimistic outlook but we’ve haven’t seen what WoTC intends just yet. I want to be careful to pass judgement too early myself.
      At the same time, this is playtest material intended to be criticized before final release… so ignore what I said, naysayers, and critisize away

    • @rehecke7124
      @rehecke7124 Рік тому +1

      Yep. All they have to say is that it adds Xd6 to weapon damage for the attack.

    • @ramudon2428
      @ramudon2428 Рік тому

      @@rehecke7124 but that's how it's currently written as far as I can read it. It adds extra 1d6, which reads to me as being weapon damage. Particularly thematically, it's about finding a particularly vulnee spot for your weapon, not hitting anywhere and then dumping fire out of the blade or something.

    • @Dannydarko27
      @Dannydarko27 Рік тому

      Yeah we still havent seen them show any monster stats for One D&D, so maybe there's rules to create a "breathe weapon" for regular monsters. Or a stipulation that since there are some monsters that use weapons maybe they get to crit.
      As a dm whos killed a small party with a crit from an owlbear and then the multi attack to finish, i dont mind not critting at low levels 😅

  • @mistymoonstone7090
    @mistymoonstone7090 Рік тому +4

    I’m glad they’re finally adding a feat for crafting, I’m currently playing a blacksmith in my current campaign, but there’s no feat that makes it so I could use smithing tools, and I needed the background I was using for lore purposes (which I guess I could’ve changed but I liked the backstory) so my DM and I created a feat for that purpose, but now there will be something!

    • @ncpolley
      @ncpolley Рік тому

      You can just add proficiency though?

  • @MagusAgrippa8
    @MagusAgrippa8 Рік тому +2

    The crafter feat is certainly a favorite of mine considering I absolutely love the Artificer. Crafting neat gear for myself and my comrades is the best thing for me. It’s way more satisfying than just hitting something.

  • @VanDy361
    @VanDy361 Рік тому +5

    As a DM i say it first: in ym games, crits with stay the same. I like the option to go super nova when dice wishes you to

    • @ADT1995
      @ADT1995 Рік тому +1

      Yeah same when I left my survey I told WotC that if they kept the new crit rules I wasn't switching editions (I didn't refer to it that way, I just said I would stick with 5e and not switch to One DnD, but if you change every classes spell list it's not backwards compatible, and therefore a new edition)

  • @123kilter
    @123kilter Рік тому +11

    It will be interesting to see how any revised class rules play with these changes. I could almost see something like sneak attack/smite saying it does weapon damage, or those skills are reworked entirely to compensate for the changes to crits.

    • @ramudon2428
      @ramudon2428 Рік тому

      Why do you read the current sneak attack as not being weapon damage?

    • @123kilter
      @123kilter Рік тому

      @@ramudon2428 more in the sense that it wont interact with the new crit, which states that you double the dice of the weapon. If they made sneak attack directly interact with the damage dice of the weapon in some way, then the new crit rules would still be useful for sneak attack. For example, a new version of sneak attack could just be a multiplier to your damage roll which increases with level, which would still give value to the new type of crit as opposed to just adding an amount of extra d6's. Not referring to the damage type of the weapon.

    • @ramudon2428
      @ramudon2428 Рік тому

      @@123kilter I think that's exactly how it currently reads. It adds "extra" dice to your attack, and thus expand on your weapon damage dice pool, and as such work with the new crit rules.
      So that's why I was wondering what made you read it as not being weapon damage.

    • @123kilter
      @123kilter Рік тому +1

      @@ramudon2428 That's not how anyone else is reading it in these discussions, most are saying that rogues have been slammed by this change, including the video above. Sneak attack damage dice is usually referred to as sneak attack damage dice, sperate from the weapon. The new rules do not specify for sneak attack interactions yet., nor do the old rules refer to sneak attack damage as weapon dice. If the new rules do say that, along with a tweak to divine smite, most peoples worries about crit builds will be unfounded.

    • @ramudon2428
      @ramudon2428 Рік тому

      @@123kilter But it doesn't mean anything that more or less people read something a certain way or not.
      I'm just saying when you read the text it seems to work with crits.
      It seems that sneak attack expands the weapon damage pool.
      Now I could definitely be missing something, like say there's a precedence set as to why it would be read differently, but it hasn't been pointed out yet.
      Obviously clarification is necessary, and we don't really have context for the new crit rules (IE no ond DND class revisions etc), but I can't seem to read it as not working for the crit rules just reading is as is.

  • @seograt963
    @seograt963 Рік тому +53

    Didn’t realize critfishing was nerfed, how unfortunate.

    • @isaacgraff8288
      @isaacgraff8288 Рік тому +7

      Yes a lv 20 assassin can do a ton of damage... ITS A LEVEL 20 ASSASSIN! A lv 20 anything is going to be able to do some pretty cool stuff.

    • @Scarygrim
      @Scarygrim Рік тому +7

      @@isaacgraff8288 also crit fishing really isn't that optimal currently anyway

    • @willieoelkers5568
      @willieoelkers5568 Рік тому +4

      @@isaacgraff8288 I mean, criting a sneak attack at any level feels pretty good and can pump out a ton of damage. Personally, I'd like to keep it, particularly as rogues are going to suffer a lot if they can't get the occasional big burst of damage like that.

    • @HanDaimond
      @HanDaimond Рік тому +2

      Man, Assassin was already a very niche class, now it feels useless?
      Needs an update to compensate for the crit change.

    • @russellharrell2747
      @russellharrell2747 Рік тому

      @@HanDaimond I’m pretty sure all PHB subclasses will be updated.

  • @johndomaleczny8447
    @johndomaleczny8447 Рік тому

    Your videos got me to try playing. Im now in a biweekly group playing Goliath druid werebear ^.^ thanks!

  • @blitzerman8
    @blitzerman8 Рік тому +87

    Crit fishing in 5e wasn't statistically good to try building for. I'm not happy about it as a rogue player (not assassin) because I don't think that de-powering the sneak attacks in that way is good for the class as sneak attack is also a bit of their one combat trick.

    • @DnDShorts
      @DnDShorts  Рік тому +38

      I agree it wasn't optimal, but it was interesting and cool! I hope they bring the old crit rules back, I'm in favour of anything that gives new options, but these crit rules feel like they only take away (sadly)

    • @christianmason8263
      @christianmason8263 Рік тому +3

      I personally disagree, rogues are easily one if the most campaign breaking classes and I'm currently writing a MLA report as to every statistical reason I as a DM hate them. If you like them that's cool, but I have had 0 good reasons for them being considered balanced and am excited to see them nerfed.

    • @happytrees6484
      @happytrees6484 Рік тому +14

      @@christianmason8263 ? I heavily disagree with this sentiment. Casters are much harder to play around than rogues for a multitude of reasons.

    • @happywiz1833
      @happywiz1833 Рік тому +3

      @@christianmason8263 I mean... that's an ok opinion, but would you nerf their damage with sneak attack, or their evasion/slippery?(which I heard is the most annoying thing for DM's to deal with)

    • @GuyFawkes051
      @GuyFawkes051 Рік тому +15

      @@christianmason8263 .... Bruh. They're objectively, statistically, one of the weakest combat classes in the game. Their skill monkeying is only an alright tool, considering spells do 90% of what a rogue can do, and Bards get both all of Rogues skillmonkeying and 9th level spellcasting. How the hell are they giving you trouble?

  • @opsports50
    @opsports50 Рік тому +26

    3:10 This is my problem with the new grapple rules. With a contested check the person being grappled has some chance of avoiding it, with the new set up, it is entirely dependent on the attacker, not the person being attacked. I don't care where they grab them a fairy can't stop a hill giant from moving for an entire turn by punching it. Instead of dragons taking off at the start of their turn to move around the battle they will always be stuck in the middle of the group because the tank that weighs less than the claw he's holding onto traded 1 of 3 attacks they get in a round to total battle field control. No legendary saves can be used by the DM to avoid it either, your big giant f-off dragon is just stuck there getting wailed on from all sides. At best this is one step forward and two steps back.

    • @inuendo6365
      @inuendo6365 Рік тому +12

      It did specify that the target had to be "no more than one Size larger than you" but I agree being automatically grappled due the new version being a DC rather than a roll is not a great idea

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому +2

      @@inuendo6365
      For PCs... Let's say... You have 20 Str. Then your escape DC is 19 max and your AC is... Well... Maybe a 20 if you're a Warforged Fighter at lv1.
      DC being 19 max can have it's problems if monsters can always overshoot that number with modifiers.
      And AC just means that anyone can grapple the lv20 Barbarian who wears no armor.

    • @willieoelkers5568
      @willieoelkers5568 Рік тому +6

      Same for shoving, I'm dubious of making it that much of an auto-win, considering it will give follow up attacks advantage.

    • @TheeOK1
      @TheeOK1 Рік тому +4

      Simplest fix would be to include the contest still but make it vs strength or dex. Maybe even say athletic or acrobatics, whatever you're proficient in?

    • @fleetingfinch8847
      @fleetingfinch8847 Рік тому +2

      you cant grapple targets more than one size larger than you...

  • @Dwolfknight
    @Dwolfknight Рік тому +5

    You are forgetting the Heavily Armored feat, you can take it as your background feat or human feat to get to Dump Dex Cast and have even more AC than with medium armors. That is if heavily armored is still a thing.

    • @FrostbiteForever
      @FrostbiteForever Рік тому +4

      not how that works at all .."Prerequisite: Proficiency with medium armor" always had that , So the caster thing hes talking about has no armor proficiency, to get That you would need 3 feats , light armored , med armored and then heavily armored

    • @BaulSDA
      @BaulSDA Рік тому

      @@FrostbiteForever hexlocks can do it.

    • @FrostbiteForever
      @FrostbiteForever Рік тому

      @@BaulSDA yes but he was talking about wiz/soc in the video and in the comment.. thats like saying "well clerics can do it" doesn't fit into what we were saying

  • @freindlycommentator1710
    @freindlycommentator1710 Рік тому

    the thing mentioned at the end about having prof in a tool and a relevant skill has actually existed since Xanathars, just in that book it was an optional thing less a rule and more a suggestion, theres even entire lists for various tools and the way their proficiencies could be helpful such as carpenters and stealth in which you understand the spots that would creak when stepped on or masons and perception having an easier time spotting inconsistencies within the structure that lend themselves to hidden entrances IE trapdoors
    PG 78 for citation

  • @Ryu_D
    @Ryu_D Рік тому

    Thank you for the video.

  • @oisinmccarron7174
    @oisinmccarron7174 Рік тому +7

    The new grapple rules mean casters are harder to grapple especially if they have shield or just take a dodge action

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому +1

      Eldritch Knight: "I can do both and more..."
      I wonder how the Eldritch Knight will be designed in OneDnD.

    • @Morganwrath
      @Morganwrath Рік тому +1

      Yeah i don't like just choose to grapple on an attack at all, now the shield spell is going to be even more necessary and over used, and i liked that atheletics/ str based characters had something to be good at. They should have just let monks use dex for grappling and shoving and be done with it.

  • @BreakerX42
    @BreakerX42 Рік тому

    it's fun to watch these knowing full well I haven't played a non homebrew dnd campaign in 2+ years

  • @ramudon2428
    @ramudon2428 Рік тому +2

    I think sneak attack damage works with the new crit rules.
    Sneak Attack, as it is currently written in Player's Handbook, definitely can be argued to be dice added to your weapon damage die ("add extra 1d6"), which would double by the new wording.
    Until we get the new class writeups to see how they phrase sneak attack, or they clarify the situation, I read it like that.
    It's thematically unsound to not let sneak attack crit, as part of the power fantasy of rogues is to have spikey damage with critical hits.
    If they were to adjust it, it would make much more sense to adjust the base damage, not the spikey nature of it.

  • @zamba136
    @zamba136 Рік тому +7

    nooo, i had a Half-Orc Bard with a Great Axe that was all about crit fishing. he was an executioner sort of character. he would Sleep/Hold Person and then double attack for a ton of d12 damage.
    it was fun, and reminded me of using Scythes in Pathfinder.

  • @ryuujin_rick03akathedragon26
    @ryuujin_rick03akathedragon26 Рік тому +6

    Something seems kinda off with the Paladin/Barbarian/Warlock build you recommended. 1. You don't get 2 attacks unless you reach level 5 in "one" class not level 5 in total. 2. I'm guessing you meant 3 levels in Warlock to gain Hexblade for a total of 2 Paladin, 2 Barbarian, 3 Warlock. 3. Divine Smites cap out at 5d8 (6d8 against undead) regardless of how high the spell slot, so Crits will only get you 10d8 (12d8 against undead) plus the weapons damage die, plus I don't know of a weapon that does 6d8 damage regularly. If your looking for an actual 16d8 smite build one I recommend would be Vengeance Paladin / Hexblade Warlock (5/5) activate Hexblades Curse and Channel Divinity Vow of Enmity (Crit on 19 and 20, +Prof to attack and damage rolls, and you have advantage on one creature for 1 minute). At that level the highest spell slot you gonna have is 3rd Level Warlock spell slot, if you expend 1 3rd level warlock slot you can pump 4d8 Divine, 3d8 Eldritch, and LS 1d8 for a total of 8d8 damage, 16d8 if on a Crit. If you Crit on both attacks that's "32d8" and that's at total level 10 lol.

    • @brokentuskx
      @brokentuskx Рік тому +1

      Eldritch Smite is once per turn, You would use both of them for both smites or 1 of your 2nd level Paladin smite slots. However add in GWM and that's another crit chance with your bonus so if all your attacks crit that's 4d8 divine (using warlock slot) + 4d8 Eldritch + 1d12/2d6 (depending on whether your DM "doubles dice" or "adds a weapon die") + 2(3d8 Divine (Pal slot) + 1d12/2d6). If all 3 attacks crit that's 20d8 Divine + 8d8 Eldritch + 6d12/12d6 weapon and the target is knocked prone if huge or smaller. If it's alive after that.

    • @delilahfox3427
      @delilahfox3427 Рік тому

      2d8 for the weapon
      10d8 for 4th level Smite
      2d8 for undead
      2d8 for improved Smite.
      Equals 16d8

    • @ryuujin_rick03akathedragon26
      @ryuujin_rick03akathedragon26 Рік тому

      @Delilah Fox so per the build that Dnd shorts is describing its impossible to get 16d8 because, He wouldn't have the spell slots for it. Now I'm not saying you are incorrect in your math with 16d8...however what I am saying is the ONLY way for you to get to 16d8 is to be AT LEAST lvl 13 in Paladin AND if you were fighting an Undead. Because you don't get improved divine smite until lvl 11 and you don't get access to 4th level slots until lvl 13. In which Dnd shorts implied that if you do his build you can do 16d8 regularly which is false. Per the book

  • @aaronwhite1882
    @aaronwhite1882 Рік тому +2

    Honestly I played a crafter with the Artificer, and it was really fun. I wonder if they'll streamline the crafting mechanics in the new edition.

  • @Nat-hi2ke
    @Nat-hi2ke Рік тому

    Thanks for the video helpful for sures

  • @jf_kein_k8590
    @jf_kein_k8590 Рік тому +3

    I know that probably doesn't really add much, but Tavern Brawler for the Barbarian/Fighter combo to reroll 1s on damage and a free Disengage with the additional Shove to Unarmed Strikes.

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому

      The new Tavern Brawler or 5e TB???
      The new one needs more explanations about "Furniture" when 5e uses Improvised Weapons... Kind of a nerf if "Furniture" is what I think it might inevitably be. Unlike Improvised Weapons.
      I haven't read the new TB feat in depth yet.

    • @jf_kein_k8590
      @jf_kein_k8590 Рік тому

      @@absolstoryoffiction6615 The new one.
      It still makes Unarmed Strikes 1D4+Str,
      small/medium furniture is handled as Great Clubs, tiny furniture as Clubs,
      reroll 1s on the damage of Unarmed Strikes,
      and once per turn you can Shove a Target of an Unarmed Strike in addition to dealing damage.

  • @skeetisgod4680
    @skeetisgod4680 Рік тому +16

    Since monk is my favorite class, I actually really like the buff they gave to unarmed builds

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому

      Lv20 Warforged Eldritch Knight: "Ah... Another upgrade for my collection."
      Unarmed Combat Style from Fighter
      Feats: Dual Wielder, Warcaster, Polarm Master, Sentinal, Mage Slayer, Crossbow Expert, and Sharp Shooter.
      OneDnD (Transmog) Human Feat: Eldritch Initiate (or Tavern Brawler)
      One DnD Background Feat: Magic Initiate
      Me: "The Nightmare will consume your soul!"... I might not have the Warforged Stat Block and Abilities based in OneDnD rules. But from what we have been shown. I have viable options.

    • @TheRawrnstuff
      @TheRawrnstuff Рік тому +2

      While I really love monks, my favorite part of the new rule is that you can grab someone who's trying to run away, which wasn't really possible before.
      And that option is not limited to monks.

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому

      @@TheRawrnstuff
      In 5e... You had Sentinel Feat and Warcaster Feat to stop monsters from running away. Hold Action is situational but great to avoid Counter Spell if you're a Caster. (Plus Battlemaster stuff.)
      In OneDnD, just Opportunity Attack Grapple or Shove/Prone them.

    • @TheRawrnstuff
      @TheRawrnstuff Рік тому

      @@absolstoryoffiction6615 I didn't say "stop someone who's trying to run away", I said "grab someone trying to run away".
      The scenario is so very easy to picture happening, but there wasn't really a way to do it. Also, investing an entire feat to just facilitate an odd "oh no you don't, get back here" event seems a bit overkill.
      It's a different thing if the hero's entire schtick is grabbing their enemy. That would justify a feat in my opinion.

  • @TheDragonshunter
    @TheDragonshunter Рік тому

    I'm absolutely loving the crafting feat.

    • @troyhillier4985
      @troyhillier4985 Рік тому

      Then you haven’t read it. Enjoy your discount caltrops.

  • @ericharrison4067
    @ericharrison4067 Рік тому

    Hey! I see you said that the skill monkey was indeed able to be pulled off at level 4 like I said! Glad I could ever help

  • @illegalmemedealer3549
    @illegalmemedealer3549 Рік тому +17

    So… we’re all collectively agreeing to ignore that critical hit ruling, yeah?

  • @andrewmcmillan229
    @andrewmcmillan229 Рік тому +5

    Buff: SAD Paladin. Magic Initiate lets you choose the ability score you cast your chosen spells with. Meaning Paladins can use Shillelagh with charisma and leave strength at 15, just enough for heavy armor. Or even dump strength completely and play a wood elf, You will take the speed penalty but it is still 25, which is as fast as small races used to be by default.

    • @noeschaeffer2167
      @noeschaeffer2167 Рік тому

      You can also be a race with 13 + dex AC, and focus on dex with finesse weapons

  • @gringodingo2602
    @gringodingo2602 Рік тому

    The crafting rules definitely pair up nicely with the 3rd party books "Hammonds harvesting handbook 1 - 3".
    Great books.

  • @davisyoung5444
    @davisyoung5444 Рік тому

    Love this love you!

  • @Klausbro
    @Klausbro Рік тому +9

    No one is going to use these crit rules. I don’t know a single person who likes them

  • @codieandrews4359
    @codieandrews4359 Рік тому +6

    i just realized that Blade of Disaster spell is even less effective as a 9th level spell since two parts of the spell need the ability to crit, namely the 18-20 crit range and double crit damage(for total 3 times the damage on a crit)

  • @SvenTSexgore
    @SvenTSexgore Рік тому +2

    Had me panicking that I had missed the drop of the class playtest for a moment there.

    • @DnDShorts
      @DnDShorts  Рік тому +1

      ahh no sorry! This is just classes, subclasses and multiclasses affected by the new character creation things!

  • @Lombra619
    @Lombra619 Рік тому +1

    Grappling was great because it gave you an alternative way to face high-AC enemies, which was also a bit more realistic given that historically one of the best ways to deal with fully armored warriors was to grapple them to the ground and stab the weak spots. The new rule makes the depth of combat even shallower than it already is. I suppose they did so to streamline the mechanics across PCs and monsters since most monsters' grapples already work like that.

  • @loganreidy7055
    @loganreidy7055 Рік тому +4

    Kinda mystifying to me that they would nerf crits when martials already struggle compare to casters at higher levels. With grapples grappling is easier to initiate and easier to get out of now, my main issue is that while grappling everything else has advantage when attacking you because of the slowed condition. Feels like overall grappling got slightly worse imo but it works better for monks now.

  • @DeathsHood
    @DeathsHood Рік тому +4

    Crit-fishers: I'm just gonna keep using crunchy-crits and double all dice. Crits should make you feel badass.
    Ditto for spells.
    Unarmed: I kinda like it, seems like a hell of an upgrade, but I've never played a grapple build, so 🤷 noncommittal, really.
    World Anvil: Bit of a pain to get used to, but I really like using it.
    Crafting: Love it. Don't even care if I need to be Jeff Bezos to outfit my whole crew without going broke. I'll do it.
    And if we go broke, we're going broke in *_style._*
    Dex-Dump: Kind-of agree with it, kind-of disagree.
    Spellcasters are dangerous enough even if you *can* hit them. When you *can't?* My God.
    My bladesinger (which I'm mediocre at playing effectively) is a battlefield terror, even though I usually drop thingd like blur or mirror image to haste our barb.
    Skill Monkey: Noncommittal, really.
    I don't particularly like trying to be proficient in everything, because I always feel like I'm taking away from another players niche.

    • @isaacgraff8288
      @isaacgraff8288 Рік тому +1

      It feels wrong that a nat 20 now is hardly anything more than "yup you succeed". Crits are something to be excited about.

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому

      I'm mainly wondering how WotC will do Feat Trees. That type of design in relation to the 5e Feat/ASI skeleton is extremely easy to f*** up as a developer.
      Mainly for these reasons... Example: Fighter
      1) You only 7 opportunities to obtain an ASI or Feat. While lv10 to lv15 is where the average campaign ends.
      2) You have better luck getting the lv4 Feat then ASI the wrest as you go up to lv20. Unless you have high (16+) rolls during character creation if the DM permits it.
      3) Multiclassing... ... ... This alone is a can of worms.
      Over all, OneDnD is okay but it needs work. Personally, WotC is playing it safe. 5e can be so much more than what One DnD is, in the future. I can tell OneDnD is already outdated from a game designers perspective. It's simply repackaging 5e differently than an evolution of 5e.

    • @Lowlightt
      @Lowlightt Рік тому

      @@isaacgraff8288 Crits double weapon dmg (we haven't seen weapons yet) and give you Inspiration. If you already have inspiration and get it again you can pass it to a team member.

  • @hunterbrown2001
    @hunterbrown2001 Рік тому

    Stacking advantage on tool proficiencys was introduced in xanithars guide.

  • @martinpat94
    @martinpat94 Рік тому +2

    The problem I have with a skill monkey tho is that per the crit rules skill checks can now auto fail if you roll a one, even if you have reliable talent

    • @MVCx_xB
      @MVCx_xB Рік тому

      yeah, i have no fucking clue why they suggested the auto fail/auto succeed stuff. it entirely comes off like a sitcom's understanding of dnd and completely ruins integral class skills like reliable talent and silver tongue

  • @hermankeuris2530
    @hermankeuris2530 Рік тому +3

    Disagree on the changes to grappling being a buff. Before it was tied to a skill which opened up a few ways to help boost it (getting expertise in the skill, certain features would give advantage to all Strength checks). Now it only relies on your attack modifier for your unarmed strikes which has very few ways of getting it's attack modifier boosted. It's not like it's a weapon that could have a +3 enchantment to improve hit chance (I can only think of two magic items which would improve your unarmed strike's attack modifier and they both only boost it by +1). Grappling could also have been seen as an option in niche cases we're the opponent might have a high AC and you're getting sick of missing your attacks and want to use your Attack to try something else.

    • @duelist301
      @duelist301 Рік тому +2

      Sadly though I think that's also the counterargument to it. Because it's based on attacks that means you can setup situations to give yourself advantage and other abilities to raise your likelihood to hit as where since it's countered to AC there's not much you can do to defend against it. At least with skill checks, you could take proficiency/expertise with athletics or acrobatics to protect against it.

    • @kjarllan7097
      @kjarllan7097 Рік тому +2

      and moreover now we can no longer use it to reduce the actions of a boss, since he can always use his action to hit you, and (try) to free himself at the end of his turn (and therefore do what he wants with his legendary actions if he has any).

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому

      The max Escape DC being 19 is harsh for players who grapple, in OneDnD.

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому

      @@kjarllan7097
      Is the Escape DC a pure d20 test or do monsters add their Modifiers?
      If it's the latter, then that will be a problem for players as they scale up in levels. Just like AC.

    • @kjarllan7097
      @kjarllan7097 Рік тому +1

      @@absolstoryoffiction6615 it will not be a problem for players, monsters always add modifiers for DC so on that it's not gonna change.

  • @Ailieorz
    @Ailieorz Рік тому +7

    I'm going to be really interested to see what else they have in mind for rogues, because without that crit damage they're basically useless in combat now except to pick locks (which technically anyone can do). But that Skilled feat... man that's broken as hell

    • @slydoorkeeper4783
      @slydoorkeeper4783 Рік тому +2

      I wouldn't say rogues are useless in combat, but one taking the semi trucks ability to hit hit like a cargo ship every now and then really doesn't help with their damage curvature.

    • @Ailieorz
      @Ailieorz Рік тому

      @@slydoorkeeper4783 ya they'll get out damaged pretty quickly by everything else.

  • @talibansniper
    @talibansniper Рік тому +2

    I think most players will keep a big part of the old rules, some basic changes are nice, like crafting, but that can be simple adopted to 5e.
    Combat wise there are some nice buffs, but they won't have such a huge impact like the nerfs they did, I feel like there will be less viable builds, especially after how they massacred the rogue class.

  • @victorborchieri6606
    @victorborchieri6606 Рік тому

    The prophency with a tool that gives advantage if you use also a skill you are competent is a rule that already exist, is written in Xanatar’s guide

  • @Howler452
    @Howler452 Рік тому +17

    I feel like I'm in the minority when it comes to the new Grappled rules. I've worn plate armour, there are multiple moving parts. And a shield even in the middle of a fight can still be grabbed. Higher AC making it harder for you to be grappled does not translate well imo. I do like the new Grappled condition though. It functions more like how people THOUGHT grappled worked to begin with.

    • @theelderlardrider2425
      @theelderlardrider2425 Рік тому +3

      well whilst in plate armour you become a lot smoother as its designed to deflect blows so it still translates somewhat.

    • @ricardoweber5744
      @ricardoweber5744 Рік тому +1

      @@theelderlardrider2425 also the armour is heavy so even if you could grab it doesn't directly mean you can pull them in

  • @quirk8841
    @quirk8841 Рік тому +3

    Why doesn't the grappled character just make a shove attack to break the grapple instead of waiting until the end of their turn? Was that taken away?

    • @SvenTSexgore
      @SvenTSexgore Рік тому +1

      Nope, and that's the best way to try to get out (other than spells that bamf you). Though if they did the shove then grapple you'll be trying to shove back at disadvantage (unless they change prone)

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому

      @@SvenTSexgore
      Assuming Prone is the same for OneDnD...
      If my Eldritch Knight grapples a Goblin, then they could shove me but not prone me, in order to escape my grapple. Being prone, doesn't move me (grid map) but shove does.
      At least, the Goblin gets Adv against me if I'm prone.
      On the flip side, I can spend 15ft to stand up while still grappling the Goblin. Then Extra Attack or cast Spells on the Goblin.

    • @quirk8841
      @quirk8841 Рік тому

      @@absolstoryoffiction6615 By "they" he was referring to the goblin in your example, not the Eldritch Knight.
      To wit, if the Eldritch Knight only grapples the goblin, the goblin does not have disadvantage to attack the Knight. It can just do so normally.
      But if the Knight shoves the goblin prone, then grapples it, the goblin can't move to stand up so all attacks it makes are made at disadvantage.
      If the knight has grappled but not shoved the goblin prone and the goblin shoves then grapples the knight, then it's the knight with disadvantage and not the goblin.

  • @zenraloc
    @zenraloc Рік тому

    9:00 correction
    a feat would now allow a caster to have heavy armor at lvl one

  • @323starlight
    @323starlight Рік тому +10

    Lets also keep in mind that these One DnD changes might be for new versions of the main classes as opposed to the original versions.

    • @willieoelkers5568
      @willieoelkers5568 Рік тому +1

      I mean, as they've said the new material will still be compatible with 5e, so you can ultimately pick and choose if you want to.

    • @323starlight
      @323starlight Рік тому

      @@willieoelkers5568 Fair. My hopes are that they make the new versions of the classes as customizable as the Warlock

    • @willieoelkers5568
      @willieoelkers5568 Рік тому

      @@323starlight Mmm, that's a lot to ask, and the warlocks are getting it as a tradeoff for being relatively underwhelming full casters. I suspect they're looking to feats for modularity more than attempting to come up with ideas for and balance dozens if not hundreds of special traits for classes.

    • @tristankelsey5856
      @tristankelsey5856 Рік тому

      @@323starlight Pathfinder 2e gives you this, while still making each class unique. And is a much better system overall.

  • @AgentForest
    @AgentForest Рік тому +4

    The only way I can see the "DMs can't crit" thing working is if they make good on the promise that creatures will pretty much all have recharging abilities they can use as the DM sees fit. This lets you add tension where it needs to be, rather than just because the dice decided to ruin a player's evening.

    • @citcoin-official2681
      @citcoin-official2681 Рік тому

      Counterpoint: Grave Cleric, Spores druid and Adamantine Armour.
      They all negate critical hits and are for players. If Only players can crit, these features become entirely useless.
      Adamantine is just normal Armour at that point.

  • @stevemetcalfe6029
    @stevemetcalfe6029 Рік тому +1

    With the changes to grapple, I'm excited to make a character based on Pwent's Battle-Ragers from The Legacy of Drizzt series.

    • @nicholasfarrell5981
      @nicholasfarrell5981 Рік тому

      Those were the guys that wore razor-lined armor to wrestle their opponents into bloody shreds, right?

    • @stevemetcalfe6029
      @stevemetcalfe6029 Рік тому +1

      @@nicholasfarrell5981 Yes they were

  • @mr.trident1363
    @mr.trident1363 Рік тому

    Oh I love the new tool rules, I've wanted to make them viable for so long and this was one of the main ideas I saw. My solution was just to let them use their proficiency bonus twice, 3 times for expertise, or 4 times if they had expertise in both.

  • @br644
    @br644 Рік тому +3

    i think we should wait for the playtest materials to come out

    • @DnDShorts
      @DnDShorts  Рік тому +13

      It's extremely important we critically discuss and explore these materials *now* though, so we can give informed feedback on the direction D&D is going in! You can vote here to have your say on what you think of these changes! This is the most power we will have over the future of D&D in years, possibly ever again! www.dndbeyond.com/sources/one-dnd/character-origins

    • @christocanoid
      @christocanoid Рік тому +1

      Like the play test materials we have lol

    • @LordAnubis85
      @LordAnubis85 Рік тому +5

      You mean the playtest material that has been available for the past week and a half?

    • @darkbionicle6
      @darkbionicle6 Рік тому

      @@LordAnubis85 He is referring to the one about classes that will come out in the future

    • @br644
      @br644 Рік тому +1

      @@christocanoid I meant the class play test material (assuming they will change anything)

  • @inukai8046
    @inukai8046 Рік тому +4

    i think, unironically, its a bit too early to judge all the rules.
    for example, i think the new crit rules are actually really good for a few reasons.
    not being able to crit on spells, while it is a rough change, does go to fix the issue a lot of players have of spellcasters just being better than martials as the game progresses, so giving this mechanical to martials goes to.. limit the divide between the two types of classes, so that each may feel better to play.
    as for stuff like smites, sneak attacks not being able to crit, it sounds painful at first, but i think it goes a good ways to balancing combat for the dm to give dm's an easier time to manage combat, so that players stop having the effect of breezing through everything because of some random dice that might give you 80 damage at level 5 in one turn.
    and monsters not being able to crit, personally i like because i don't like the feeling of accidentally hitting one of my PC's for like 50 damage out of no where when they've got only like 80 something hp, it feels bad on both parties.
    all this said, since classes haven't been released, i think they'll probably raise the average damage of all classes as a general, so that every class feels like they're doing more damage consistently, to give both parties and dm's a better feeling of power growth.
    and it is worth mentioning that they may decide to give class features to people like rogue, to allow them to do extra damage on crits for sneak attack. the changes right now are affecting 5e, but One D&D might have different class setup skills that change our opinions on these rulings.

  • @tyjames3339
    @tyjames3339 Рік тому

    If you want a grappler build, mix monk w/ fighter bc you'll get two or maybe 3 unarmed strikes with extra attack then another 2 with flurry of blows and each one has a chance to grapple

  • @Testeverything521
    @Testeverything521 Рік тому +1

    enemies aren't guaranteed to be grappled until their next turn ends. They could just unarmed strike you, push you out of range using the same updated rule you used to grapple them in the first place, then walk away freely cuz your grapple broke when you were pushed out of range.

  • @scootzmcdeezy8910
    @scootzmcdeezy8910 Рік тому

    at 11:00 what is the source of this art? I love this Forge Ape as a concept and would love to know more about it if there is anything more to it. Any help would be appreciated

  • @maxinesenior596
    @maxinesenior596 Рік тому

    For the grappler thing you can take the feat that gives you a fighting style to get 1d8 unarmed strike damage. That way at level 5 you're a barb 5 and not an awkward barb 3 fighter 2. This way you have extra attack and not just 1 extra per rest

  • @aperson9556
    @aperson9556 Рік тому

    This video is exactly what I needed! Thank you so well considered!

  • @tobymoore2185
    @tobymoore2185 Рік тому

    the new grappling rules just got me excited

  • @nadirku
    @nadirku Рік тому

    I had double checked the PHB rules, but picking locks in a "dexterity check" which you can apply your proficiency bonus to if you have proficiency with thieves' tools, so it does not get that new "Always have advantage" synergy RAW.
    And for a different took than the instruments which can now always get advantage with a lot of different skills, there are the "gaming sets" - slight of hand to cheat, perception to spot cheating, history to know the game, deception to bluff, insight to spot bluffs, persuasion to change the gabling stakes, intimidation to manipulate your opponents...

  • @joshuategeler3419
    @joshuategeler3419 Рік тому

    Our group has adjusted our "crit" rules and it's been playing well. If you roll a nat 20 on an attack or a nat 1 on a save are critical hits. Our damage is max for that hit plus proficiency bonus. This way you don't ever double a 1 for damage but you always do just a little better than max.

  • @DraconiusDragora
    @DraconiusDragora Рік тому +1

    Correction, you can also get 4d6 damage with a critical with either the Great-Sword or a Maul since they do base 2d6 Slashing/Bludgeoning damage respectively.

  • @RonathonCharlie
    @RonathonCharlie Рік тому

    Ohhh man I want the new crafting rules so bad. Crafting was something I was missing in dnd.

  • @troyhillier4985
    @troyhillier4985 Рік тому +1

    Did you not notice that Eldrich blast, booming blade, green flame blade, and toll the dead no longer appear on any spell list, not to mention the shape elements cantrips?

  • @chara2038
    @chara2038 Рік тому

    I played a one shot with a lv5 monk of mercy orc. My friend was playing a lv 4 fighter 1 druid with the protection fighting style, when i grappled the enemy they where attacking both of us with disadvantage, it felt pretty good!

  • @jettblade
    @jettblade Рік тому +2

    All you need to do to get an AC of 17 as a spellcaster without multi-classing is simply be a Tortle. I know it isn't in One DnD but since it is backwards compatible you can. I will expect to see the Tortle be more popular might even get some variants of them. Saw this one Homebrew where they had Razorshell Tortles where it would be the equivalent of Spike Armor doing damage to those you grapple or grapple you.

    • @absolstoryoffiction6615
      @absolstoryoffiction6615 Рік тому

      Or get Medium Armor Proficiency through a Feat and pump Dex.
      That or... Use OneDnD's Origin Rules in character creation about swapping Race Stat/Ability Blocks.

  • @ataberkdedemen9802
    @ataberkdedemen9802 Рік тому +1

    For a second, I tought a new UA got relased when I saw the title.

  • @einkar4219
    @einkar4219 Рік тому +1

    thanks for pointing out skill monkeys
    for me rouge's reliable talent seams to be designed to be used with only rouge skills not with every skill
    in 5e obtaining every proficiency was possible but multiclasing was necessary for this, you had all proficiencies because you had multiple classes
    but in 1DnD you could be just all-knowing rouge that cannot roll below 10

  • @michaellyle859
    @michaellyle859 Рік тому +2

    Only problem I have ever faced with crafting attempts is the funds. Everyone always talks about swimming in gold by level 5-8, but I’ve always had DMs that seem pretty hesitant to hand over large amounts of gold during our adventures. Can’t make good items if you never have the thousands of gold needed to get all the materials.

  • @aldanimared368
    @aldanimared368 Рік тому

    11:27 clasic barb really look like drumer of skandinsvic-metal band

  • @benjaminfaltot8303
    @benjaminfaltot8303 Рік тому

    I looooove crafting buiiiiiiild !!!
    I want to play One DnD now 😄

  • @jedinathan67
    @jedinathan67 Рік тому

    10:48 and 11:24 was not expect the best instrument (trombone) to be there

  • @kalleendo7577
    @kalleendo7577 Рік тому

    Awesome!

  • @MrNegetZ
    @MrNegetZ Рік тому

    New unarmed strike rules make more sense with the shove and grapple as a reaction but if you want to push them prone I thing the creature should be allowed a save (DC10+unarmed attack damage mod or something like that) idk wich ability tho...

  • @GeezLightning
    @GeezLightning Рік тому

    Did they release class information yet? The general Crit may be double weapon damage. The classes/ subclasses may have specific rules to adjust this.

  • @davidpritchett855
    @davidpritchett855 Рік тому +1

    So I like your idea of the crafting armor and uncommon magic items but when you mentioned reducing cost by half I immediately thought spell scrolls. Get a tome warlock or a wizard with a wide array of spells and you can start pumping out scrolls for some of the half caster classes that just get silly. Now the ranger can cast any spell of any of the subclasses of ranger because they're all "ranger" spells. It also encourages the party to develop a library of scrolls that they can copy to make more scrolls to sell. As I understand it if crafter reduces cost by half and many dms will say 75% to 85% cost to resell something it's a nice money maker because not all backwoods settlements are gonna have the money to buy scrolls or the materials for sale to make more scrolls. Also magic scroll writing does have a time component so you can't crank them out too fast

  • @lucienwolfswift
    @lucienwolfswift Рік тому

    Correct me if I am wrong but if you use your opportunity attack to grapple an enemy that tried to move away and you succeeded, they would then end turn and be able to make a save right?

  • @andrewthayer7050
    @andrewthayer7050 Рік тому

    In a game I'm in right now our artificer is using giant fire breathing insect chitin to craft full plate armor for the paladin

  • @PSroka
    @PSroka Рік тому

    9:35 I think you missed the ad for skillshare :3

  • @TheRawrnstuff
    @TheRawrnstuff Рік тому

    Wait, how does the Crafter feat let you build magic items, like the winged boots?