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Thursday, September 29, 2022

Expert Classes

Another batch of One D&D playtest rules dropped today! Hot takes incoming!
  • Semantics: These rules focus on three character classes -- the Bard, Ranger, and Rogue. These three vagabonds now belong to a group called Experts. We've seen the term "expert" in recent years as part of the nifty Sidekick rules. Here, the Experts are billed as polymaths who are good at a variety of things and have aspects of other classes. Pardon my pedantry, but isn't that kind of the opposite of what "expert" means? To me, the Fighter is an "expert" because he does one thing really well. He's an expert at fighting. The Bard, in contrast, is a jack-of-all trades but not an expert at any of them. Anyway, semantics aside, we're seeing a bit more 4e influence here with classes grouped into four categories (Expert, Mage, Priest, and Warrior) arranged around party roles.
  • Inspiration: Bards now use their Inspiration die to add to a failed d20 roll (a minor but crucial change to the previous rule where the recipient of the die had to add it before learning the success or failure of the roll) and can now use the die to provide minor healing. That's cool, but it appears that the Bard's healing capabilities were nerfed in other ways, such as the removal of direct access to the uber-handy Cure Wounds spell.
  • More semantics: The doc includes references to Cantrips and 0-Level spells. They're the same thing, I assume?
  • Ranger: The Ranger has always been problematic in 5e, and Wizards has been tinkering with this class a lot over the years. I saw a beefed-up Hunter's Mark to provide for consistent (though minor) extra damage. There was also a super fun update to the now-14th-level Superior Hunter's Defense, which is now like Uncanny Dodge but then redirects the other half of the damage to another creature (other than the attacker) within 5 feet of the Ranger. Full disclosure: Some of the Ranger updates I saw may already be canon, as I haven't kept up fully with the latest 5e rulebooks. 
  • Rogue: Did they really need any tweaks? I was pretty stunned to see the 13th-level Subtle Strikes class ability, which provides advantage on attack rolls against any creature within 5 feet of a non-incapacitated ally of the Rogue. Yikes! Broken!!
  • Rules Updates: There are lots and lots of small or not-so-small rules changes. Shortswords are now simple weapons, the Long Rest now restores all lost Hit Dice (not half). I don't have strong opinions about any given rule change, but as they start to pile up, One D&D is feeling more and more like a new edition and not just a refresh of 5e...

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