I know we have a number of D&D-related threads right now, but nothing specifically for One D&D. I would like to suggest a couple of ground rules.
- No ‘edition wars.’ Discussing new stuff in the context of old stuff is fine but let’s avoid torches and pitchforks just because change is bad.
- No arguments over ‘woke’ material. There’s a thread for that already.
The playtest material is here. You need a dndbeyond account to access it, but it’s free and is presumably elsewhere on the internet as well.
There are two entries so far.
Character Origins
Expert Classes
The classes documentation is really interesting. It looks like they’re returning to both roles and power sources similar to 4e - an innovation I really enjoyed.
It looks like they’re getting rid of class-specific spell lists in favor of chunks of power sources. So instead of “bard spells,” bards now have access to specific schools within the arcane spell group. I also noticed that healing spells have been moved from evocation to abjuration, no doubt to separate them from damage-dealing spells for classes or subclasses meant to be support roles.
I also note that bards are prepared casters now instead of spontaneous casters, but they’ll have a much broader selection of spells to access. I like the change.
Another example of the way they’re using these roles is in the feats further down the document. Fighting styles are now feats, but they have “warrior group” as a prerequisite. That means warrior-types will be able to spend feat slots to get extra fighting styles beyond the ones they get from class features.
It’s easier to drill down and create niche requirements for magic items or feats using this system. You could say “warrior group” or “access to primal spells” or even “access to evocation spells” and know that you’re hitting specific groupings of classes or subclasses.
These playtest documents are all very wibbly wobbly rough drafts, and they don’t give a great impression of where the new edition will end up when it’s all said and done. But it’s interesting to see where they’re going and what their design philosophies are. Overall, I like what I’ve seen. It looks like they’re opting for more opportunities to customize characters and fewer mechanics straitjacketing players into narrow avenues of play.