What has changed?

Post/Author/DateTimePost
#1

mellored

Jul 03, 2014 7:28:29

Between the playtest and the packet, what has changed?

 

1: Crit rules.  Roll your dice twice.  (rougly 50% bonus damage, vs the previous 100%).

2: Cure wounds.  1d8+Mod.

3: Most races: now get +2 / + 1 stats.

4: Elves: Proficency in perception.

 

 

Others?

#2

Emanuele_Galletto

Jul 03, 2014 7:30:39

Proficiency bonus: starts at +2 at level 1.

#3

mellored

Jul 03, 2014 8:01:24

4 types of actions: Actoin, move, bonus action, and reaction

#4

Karnos

Jul 03, 2014 9:05:04

Fireball and Lightning Bolt default to 8d6 damage when cast with a 3rd level slot.  In the playest, they did 6d6 damage by default.

 

This is kind of a significant change, 8d6 damage is a huge amount at level 5 when a mage first gains the use of 3rd level slots.

 

Scaling is stil 1d6 per additional level.

#5

Devilbass

Jul 03, 2014 9:56:47

Disengage: No changes to your movement, you simply don't provoke OAs (vs. 1/2 movement and no OAs)

 

Standing from Prone: No longer requires all your current move, instead requires 1/2 your total move; you can not stand up iif you have less.

 

Ranged Attacks in Melee: Ranged attacks (whether by wepaon or spell) are made at disadvantage if you are within 5 ft of an opponent who can take actions.

 

Also, Mello, slight correction on one of yours:

 

Critical Hits: Roll all damage dice twice, then add modifiers.  This would include a Rogue's Snack Attack damage dice, for example.

 

Cantrip Damage: Ray of Frost and Sacred Flame max out at 4d8 at level 17.

#6

Rhenny

Jul 03, 2014 10:21:38

There is no "Hinder" action.   Only "Help".

 

 

#7

Rhenny

Jul 03, 2014 10:27:11

There are also some rules for mounted combat, controlling a mount and underwater rules.

 

Terrific tables for backgrounds (flaws, traits, bonds, etc.)

 

 

#8

Karnos

Jul 03, 2014 10:32:57

Karnos wrote:
#9

Cyber-Dave

Jul 03, 2014 10:45:02

Rogues sneak attack caps out at 10d6. Rogues get 1d8 hit dice. (Yay, rogues are a good/well balanced class now! Sweet. They were the one class I was really worried about.)

 

Dwarves no longer get a +1 AC bonus when wearing medium or heavy armor, but they do get a +2 (instead of +1) bonus to Strength. (Yay to this too.)

 

Cantrips now only scale to 4 dice of damage. And, even better, haste cannot be used to cast cantrips! (Yay. The biggest balance problem with wizards, other than trap the soul, is fixed!)

 

I am loving what I am seeing. I am very happy that I preordered all 3 books after reading this packet. 

 

#10

DemoMonkey

Jul 03, 2014 10:45:57

Ability score improvements are now +2 to a stat OR +1 to 2 stats.

 

Humans have a "Feat at 1st level" variant (which will have to wait until we get feats to see use).

 

Multiclassing requires the stat minimum for the class you are entering AND leaving, and doesn't necessarily give you all the proficiencies of your new class (which will have to wait until we get the full multiclassing rules to use).

#11

Cyber-Dave

Jul 03, 2014 11:06:12

Karnos wrote:
#12

Lawolf

Jul 03, 2014 11:06:48

Plate armor costs only 1500, down from 5000. 

 

Fighters had quite a few major nerfs. Defy death was removed. Advantage to all saving throws was removed, and replaced by a limited per day reroll of failed saves. Damage on a miss fighting style was removed. 

 

Two Weapon Fightig uses a bonus action. This means you cannot use cunning action and two weapon fighting.

 

Mage spell damage was buffed significantly. Overchanneled Meteor Swarm does 240 damage!!!

#13

Cyber-Dave

Jul 03, 2014 11:14:12

Since when is Meteor Swarm a 5th level or lower spell, Lawolf? You cannot overchannel it. You might not be able to use cunning action and two weapon fighting in the same round, but your sneak attack is 3d6 higher and your hit dice are d8 in size. Rogues got a net buff. Fighters were a little overpowered. Their nerf is probably a good thing. Meanwhile, their damage capabilities are still through the roof. Two uses of action surge at level 20 means two rounds in which you can make 8, maybe 9, attacks. That is bad [bleeped]!

#14

Rhenny

Jul 03, 2014 11:14:50

Check out paralyzation...it's a killer.

 

incapacitated

auto fail strength/dex checks

attacks against paralyzed creature are at advantage

 

and

 

attacks from within 5' that hit the paralyzed creature are "Crits"!!!!!    ouch.

#15

Paraxis

Jul 03, 2014 11:16:58

Rogues get Dex & Int save proficiency.

 

Two handed style lets you reroll 1' and 2's on damage dice, so a maul or great sword does 6-12 with the average around 9 before strength modifiers.

 

Encumbrance is Str x15, so you can just ignore it for the most part or you a variant that starts penalties at Str x 5.

 

#16

mellored

Jul 03, 2014 11:21:01

Cyber-Dave wrote:
#17

Shroom-Mage

Jul 03, 2014 11:22:47

Low-Light Vision has been merged into Darkvision, and elves now get Darkvision.

#18

Haytam

Jul 03, 2014 11:27:11

Well,more or less,everything is already said. 

 

Point buy now is 27 instead of 30,so no stat higher than 15 before racial now (at least no point value for higher stats).

Humans are still bland with +1 to all stats.

Dwarfs seem a bit nerfed. Most of proficiencies they get are useless (axes,light and med armor),they lose +1 to ac. One gets +2 to str,other +1 wis which has no sense at all.

Elfs lost advantage on perception checks.

Rogues got buffed. D8 hit dice,sneak attack progesses faster and caps at 10d6

Clerics get shield proficiency by default now.

Proficiency bonus starts from +2 now.

 

Overall,not bad. But that are only changes i seen on the quick glance.

#19

Fallen_Star_02

Jul 03, 2014 11:27:12

Cleric's ability to destroy undead by using turn undead is now fixed by both the cleric's level and the undead's Challenge Rating, rather than by the undead'd remaining hi tpoints.

#20

Rhenny

Jul 03, 2014 11:33:53

No rule for Coup-de-grace, unless I missed it.

 

 

#21

FFSAA

Jul 03, 2014 11:35:06

Cyber-Dave wrote:
(Reply to #21)

Fallen_Star_02

FFSAA wrote:
#23

mellored

Jul 03, 2014 11:42:23

FFSAA wrote:
#24

mellored

Jul 03, 2014 11:43:31

Fallen_Star_02 wrote:
#25

Lawolf

Jul 03, 2014 11:47:56

Cyber-Dave wrote:
#26

Gnarl

Jul 03, 2014 11:45:17

I'm still reading the whole rules but apparently, you no longer need to have your implement to gain your proficiency bonus to your spell DC.

#27

DemoMonkey

Jul 03, 2014 11:46:53

Can we maybe keep this one thread for just listing the changes, for informational purposes, rather than editorializing or debating them?

#28

Lawolf

Jul 03, 2014 11:50:27

Potent cantrip no longer does anything!!!

 

All cantrips (?) are now magic attack rolls. Potent cantrip does 1/2 damage when the target succeeds at a saving throw.

#29

Karnos

Jul 03, 2014 11:51:23

What is the deal with potent cantrip?  It says cantrips still do half damage if the target makes a saving throw.  That would be nice, but the cantrips listed all require a ranged attack roll, and don't include the option to roll a saving throw.

 

Is it a typo, and cantrips are supposed to do half damage on a *miss*?

 

 

#30

Paraxis

Jul 03, 2014 11:54:39

There will probably be save based cantrips in the PHB.

#31

awogaman

Jul 03, 2014 11:59:34

They don't have a charge action any more, casters gain their primary ability mod to # of spells they can prepare.  They added a rule for Concentration and taking damage.   DC 10 Con Save or 1/2 damage, whichever is higher.  Looks like some of the powers were changed at what level they receive them.  Like 1/2 damage on Cantrips for Evokers at 6th level instead of 5th, but  Adding Int Mod to damage at 10th instead of 12th.  Etc.

 

Expertise for Rogues got nerfed-ish but not really.  haha.  Starts with 2 skills instead of 4, but adds double proficiency bonus instead of +5.  At 6th level they get 2 more skills.  So eventually it gets better, but starts out worse. 

 

Turn Undead wording is different.  Without monster stats too hard to tell how worthless it is; but appears to be even more useless than before.  Destroying undead is now based off their challenge rating instead of hit points for no apparent reason.

 

Divine Intervention automatically succeeds at 20th level.

 

Life Clerics' Channel Divinity Heal everyone power extended from 25' to 30'.  They received a new ability where at level 6 they heal hit points as well when healing others.

 

Great Weapon Fighting is now basically like the "Brutal" weapon feature from 4e.  Re-roll a 1 or 2 on damage, but must take new result.  So could still be hosed with a 1 or 2.

 

Archery gives +2 to hit instead of +1

 

There's no longer any "low-light" vision, it's now all just darkvision or regular.

 

Protection fighter ability you now must be using a shield.

 

"Adventurer's Kit" is now called "Explorer's Kit."

 

Rogue is the only class that gets Tool Proficiencies.  Dwarves is the only race that gets tool proficiencies.

 

The backgrounds are largely "meh," now only giving 2 skillz instead of 3.  But they each include charts for the Bonds, Ideals, Flaws, etc.  Which is snazzy.

 

Search is now called Investigation

 

Second Wind uses a bonus action and "regains" hp instead of adding temp.

 

You  can now pay monies and spend time to gain proficiency in tools and languages, but apparently not skills?? 

 

Lifestyle  costs are significantly cheaper

 

Etc. Etc. Etc.

 

I can foresee some questions with fighters and 2 weapon fighting.

 

1)   Normally you don't get a bonus action unless something gives you one.

2)  2 wpn fighting, if you're wielding a light weapon, you can take a bonus action to atk w/ offhand light wpn (Paraphrasing)

3)  Action Surge, you can take another action and a possible bonus action.

4)  Normally you can only take 1 bonus action apparently.

5)  specific beats general though. soooooooooooo I can foresee some people wondering if a fighter w/ 2 weapons that uses action surge, if he'd get 2 bonus attacks or what.  I would assume not personally; but who knows.

 

That would be pretty sexy a 2 weapon fighter at level 20 that action surges... if all that stuff stacked.

 

4 regular attacks,  1 offhand attack

action surges for 1 additional action (which would beg the question, since fighters get the extra attacks when they take the attack action)

 

Soooooooooo "potentially," if all that stuff does add up, a 20th level fighter that is fighting with 2 weapons and makes an action surge would theoretically get:

10 attacks?!?  wooooooooooooooo  "seems legit."  I'm "assuming" that isn't correct.  haha.

 

Speaking of bonus actions, Haste was nerfed so that the extra attack / action thingy has to be a weapon attack instead of a cantrip.

 

And oodles n oodles more stuffs.  haha.

 

 

#32

Cyber-Dave

Jul 03, 2014 12:06:58

FFSAA wrote:
#33

Jay_Ibero_911

Jul 03, 2014 12:08:57

mellored wrote:
#34

SwampDog

Jul 03, 2014 12:20:39

FFSAA wrote:
#35

mellored

Jul 03, 2014 12:23:10

SwampDog wrote:
#36

Cyber-Dave

Jul 03, 2014 12:25:49

mellored wrote:
#37

Gnarl

Jul 03, 2014 12:27:03

Sweet. You can acquire new languages and tool proficiencies for free using the training rules.

#38

Luciender

Jul 03, 2014 13:27:42

I'm a little sad the Noble background wasn't included in the Basic pdf.

#39

pauln6

Jul 03, 2014 13:35:49

No ritual version for Knock.

#40

Nesian42Ryukaiel

Jul 03, 2014 13:39:27

Luciender wrote:
#41

pukunui

Jul 03, 2014 15:47:11

Rhenny wrote:
#42

Paraxis

Jul 03, 2014 16:18:14

Yeah coup de grace is now just an attack against an unconscios character.

 

 
#43

pukunui

Jul 03, 2014 16:13:30

Right, and if the target survives the critical damage, they've got two strikes against them on their death saves, which could be enough to kill them too if they've already had one or two failed saves.

#44

DSZ

Jul 03, 2014 16:49:26

Earthquake has been nerfed again.

#45

mellored

Jul 03, 2014 17:30:30
Crits have lost a good bit of potency.
#46

Eric888

Jul 03, 2014 17:38:37

Removing charge as an action seems very significant. Feat maybe?

#47

Lawolf

Jul 03, 2014 17:39:42

mellored wrote:
#48

mellored

Jul 03, 2014 17:53:14
I forgot about critting cantrips, good point. And it's fine for rogues to crit hard, they can use the boost.
#49

kev777

Jul 03, 2014 17:54:27

I haven't posted on these forums in ages, but now that the playtest is out I might as well ask a few questions.  

 

Did the designers not say that the speed of dwarves and halflings would be the same as everyone else?    

 

How do all these half-move actions work with a speed of 25?  Do we round up or down?

 

Are they going to add other options for healing?.  It seems very strange that you regain all your lost hit points at the end of a long rest.    Perhaps I'm just looking for more of those realism side bars.  

 

 

#50

pukunui

Jul 03, 2014 17:59:03

kev777 wrote:
(Reply to #49)

Tony_Vargas

kev777 wrote:
#52

kev777

Jul 03, 2014 18:14:12

pukunui wrote:
#53

kev777

Jul 03, 2014 18:16:47

Tony_Vargas wrote:
#54

caecafortuna

Jul 03, 2014 18:18:49

 

Bless was slightly nerfed.  Instead of affecting all designated creatures within 25'  it is now three designated creatures within 30'.  The spell scales as more creatures can be included if the spell is cast at a higher level.  Still one of my favorite cleric spells.

#55

Lawolf

Jul 03, 2014 18:18:49

kev777 wrote:
(Reply to #50)

Azzy1974

pukunui wrote:
(Reply to #55)

LupusRegalis

Lawolf wrote:
#58

pukunui

Jul 03, 2014 18:35:07

kev777 wrote:
#59

caecafortuna

Jul 03, 2014 18:35:47

LupusRegalis wrote:
#60

kev777

Jul 03, 2014 18:52:04

Lawolf wrote:
#61

kev777

Jul 03, 2014 18:54:23

pukunui wrote:
#62

pukunui

Jul 03, 2014 19:02:42

kev777 wrote:
#63

Polaris

Jul 03, 2014 19:05:56

kev777 wrote:
#64

pukunui

Jul 03, 2014 19:09:20

Polaris wrote:
#65

frothsof

Jul 03, 2014 19:15:14

Well, not that the game needs defending, but if the healing rules feel too soft for you, they have already said there will be variations in the DMG. Seems obvious dropping hit dice will be an option. If you arent creative enough to houserule healing where you want it, you probably arent a good candidate for a D&D DM, as the game is historically built on making the game your own. Its true the basic game is a work in progress; they have said they will be adding monsters and other classes to it. A good thing, by most folks' standards. So yeah, its unfinished but no need to act like you have to go into hibernation for a year in a time capsule then come back to get anything out of it. The whiny hyperbole is so transparent and pathetic at this point that its just kind of stupid.

#66

kev777

Jul 03, 2014 19:29:10

pukunui wrote:
#67

ORC_Cricket

Jul 03, 2014 19:32:21

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#68

kev777

Jul 03, 2014 19:33:05

Polaris wrote:
#69

pukunui

Jul 03, 2014 19:35:58

frothsof wrote:
#70

kev777

Jul 03, 2014 19:40:55

pukunui wrote:
#71

pukunui

Jul 03, 2014 19:41:43

FWIW, it has had two years' worth of mileage via the public playtest. I don't think things are going to change much from here on out. It's going to be more additive than anything else.

(Reply to #49)

Shroom-Mage

kev777 wrote:
#73

randl

Jul 03, 2014 22:00:32

awogaman wrote:
#74

ittyan

Jul 03, 2014 23:44:28

In a nice parallel to melee/finesse, one can now use strength instead of dex with thrown weapons.

#75

Dreamstryder

Jul 04, 2014 0:17:32

I take "On your turn, you can take one additional action on top of your regular action and a possible bonus action. " to mean: "your extra, action-surge action doesn't count as a bonus action, so you'd have your normal action (which may include multiple attacks), a bonus action if you have one, and your action surge action.

(Reply to #75)

DSZ

Dreamstryder wrote:
(Reply to #63)

Nicodaudel

Polaris wrote:
#78

Lord_Kyrion

Jul 04, 2014 0:50:07

Something I noticed in the Cleric's chart: monsters are ranked by CR again instead of Level.

#79

pukunui

Jul 04, 2014 0:57:03

Lord_Kyrion wrote:
#80

Psikerlord

Jul 04, 2014 1:28:30

I like most of what I see, but note concentration can be broken with damage, which is a serious drawback. Also Fighter Action surge is OP (not broken at low levels, probably broken at higher levels). I do think the wording of second wind (usable on your "turn") limits it to in combat only, which is cool. Haste appears to only give one extra weapon attack (not multiple attacks?), so that's fine, although with concentration as a requirement I cant see it being used very much, probably better off casting something else most time.

 

But mostly, yeah, I like a lot of what I see. Excited for PHB, MM and DMG (oh hell and Starter set!).

 

Edit - they fixed that always on fighter adv on saves thing, good change. Also revivify - yuck!! wont be in our game.

#81

edwin_su

Jul 04, 2014 2:45:06

kev777 wrote:
#82

Plaguescarred1

Jul 04, 2014 2:46:59

Eric888 wrote:
#83

Psikerlord

Jul 04, 2014 4:19:38

edwin_su wrote:
#84

Orzel

Jul 04, 2014 4:49:23

Acid and alchemists fire both buffed.

 

Batman rogue or Batman fighter?

#85

Leugren

Jul 04, 2014 6:15:53

The new rules for critical hits as well as the new rules for the Great Weapon Fighting style render Greataxes categorically inferior to Greatswords and Mauls, which makes my axe-wielding dwarf fighter sad!

(Reply to #46)

AH_schulerta

Eric888 wrote:
#87

kev777

Jul 04, 2014 8:07:41

AH_schulerta wrote:
(Reply to #87)

AH_schulerta

kev777 wrote:
#89

DemoMonkey

Jul 04, 2014 8:42:56

"Charge

To charge, you choose a target that is at least

feet away from you. You move up to half your

speed to a position where that target is within

your reach, and then you make a melee attack

against it. After the attack, your turn ends.

 

That is Charge from the last packet. I see absolutely no point to it."

 

It let you attack something that was up to a total of 1.5 x your move speed away from you at the start of your turn. So with a 30' speed you could reach, and attack, a target 45' away.

 

With no charge action, you can only reach and attack a target 30' away from you.

 

The effect of the change  is to increase the effectiveness of ranged/magic attacks because it will sometimes take an extra round to get into melee.

 

 

Edited for punctuation.

#90

nightwalker450

Jul 04, 2014 8:28:48
Looking at the basic rules a few things that jump out at me... Disengage takes your action but doesn't allow you to move, you have to use your actual move action to go anywhere. There is no charge, but it is less necessary when disengage doesn't get you far enough away. All subclasses give +1 to stat, unless it's the most important stat for combat (Str) Not a chance, but a disappointment, quarterstaff still isn't finesse, sorry monks, thief acrobats, wizards that want an armor class.
(Reply to #89)

AH_schulerta

DemoMonkey wrote:
#92

MechaPilot

Jul 04, 2014 8:39:33

kev777 wrote:
#93

DemoMonkey

Jul 04, 2014 8:49:21

re: What has changed?

 

Cure Wounds is now 1d8 + casting stat modifier, instead of 2d8 +2.  +1d8 for each higher level it is cast at, instead of +2d8 per level.

 

Healing word is now 1d4+ casting stat modifier, instead of 1d8+2.  +1d4 for each higher level it is cast at, instead of +1d8 per level.

 

 

#94

TheNovaLord

Jul 04, 2014 8:51:33

Charge meant you could walk down corridor and turn a corner, and then move a bit more and attack them

 

Anyone with starter set say how much xp goblin is worth?

#95

thewok

Jul 04, 2014 9:08:39

Goblins are CR 1/4 and worth 50 xp.

 

As I thought it might be after the monster preview, it seems that CR is tied to experience, just like level and xp value in 4E.

 

0 = 10 xp

1/8 = 25

1/4 = 50

1/2 = 100

1 = 200

2 = 450

3 = 700

 

and so on.

#96

TheNovaLord

Jul 04, 2014 10:54:10

Thanks

#97

Tony_Vargas

Jul 04, 2014 11:49:38

kev777 wrote:
#98

Gnarl

Jul 04, 2014 12:10:32

thewok wrote:
#99

Lord_Kyrion

Jul 04, 2014 15:42:35

Not sure if these have been mentioned or if they were already changed in the last playtest packet I never playtested.

 

Halflings' luck feature is now unlimited use, any 1 can be rerolled, instead of a limited number of times per day.

 

They seem to have removed the automatic bonus languages for high Intelligence and replaced it with some backgrounds granting bonus languages.

(Reply to #82)

LupusRegalis

Plaguescarred wrote:
#101

pukunui

Jul 04, 2014 16:12:04

Lord_Kyrion wrote:
#102

Lokiron

Jul 04, 2014 16:26:55
The pike is now a heavy weapon. I don't think it was before. This leaves whips the only reach weapons for small characters.
#103

SupraHeroSeth

Jul 04, 2014 18:52:02

Rhenny wrote:
#104

Plaguescarred1

Jul 05, 2014 2:32:58

LupusRegalis wrote:
(Reply to #104)

LupusRegalis

Plaguescarred wrote:
#106

abanathie

Jul 05, 2014 9:06:51

LupusRegalis wrote:
#107

Plaguescarred1

Jul 05, 2014 9:25:52

LupusRegalis wrote:
(Reply to #107)

LupusRegalis

Plaguescarred wrote:
#109

Rhenny

Jul 05, 2014 10:14:46

One reason to take out charge in the basic is to eliminate the urge to play to numbers.  

 

Basically, one of the most important benefits for earlier charge mechanics was to gain a +x bonus to attack.  People could overuse it just seeking to stack bonuses.  

 

BA reduces the need for bonus treadmill. 

 

In reality, charge is really just moving more quickly into battle.  In 5e there will be a number of ways to gain extra movement (class and race features and feats).  

 

For or a basic game, charge action seems redundant.

 

i'd be surprised if there were no option for charge when WoTC releases DMG and options for more tactical play. 

#110

MechaPilot

Jul 05, 2014 11:21:48

awogaman wrote:
#111

BoldItalic

Jul 05, 2014 12:08:05

Diagonal movement on a grid is now 1 square (p.71 sidebar). In the final playtest it was 1½

(Reply to #111)

Nautilus

BoldItalic wrote:
#113

Tony_Vargas

Jul 05, 2014 15:07:04

LupusRegalis wrote:
(Reply to #113)

LupusRegalis

Tony_Vargas wrote:

edwin_su

Jul 05, 2014 17:33:01
(Reply to #100)

Azzy1974

LupusRegalis wrote:
#117

Leugren

Jul 06, 2014 7:40:44

I found this interesting:

 

The space of another creature, whether hostile or not, 
also counts as difficult terrain.

#118

Orzel

Jul 06, 2014 8:02:08

Personally charge as an action was lame. It was. Half move plus attack. It was rarely useful.

 

It is better as a feat and buffed up.

Charge should be part of a feat with movement and an attack with a big bonus.

#119

Paraxis

Jul 06, 2014 8:19:16

There should be a default charge action, shame there isn't.  The 1/2 move + attack was fine, so would a full move + attack but grant advantage to any attacker until start of your next turn.  Let any charge build feats build on the basic charge rule.

#120

thewok

Jul 06, 2014 9:00:52

I think I'll add a charge action to my game: Move up to your speed and make an attack with disadvantage.  Alternatively, do half damage.

 

Then certain weapons designed for charging would remove the disadvantage part of that (or do full damage).  I've never believed that charging should make an attack easier to hit with.  It's kind of a reckless move, which, without proper training, should make it more difficult to land an attack properly.

 

Of course, I'll check the PHB before I actually institute the rule, as I want to see if Charge made it in there.

(Reply to #110)

awogaman

MechaPilot wrote:
(Reply to #31)

awogaman

awogaman wrote:
(Reply to #110)

awogaman

MechaPilot wrote:
#124

Tony_Vargas

Jul 06, 2014 13:22:00

LupusRegalis wrote:
#125

MechaPilot

Jul 06, 2014 14:36:22

awogaman wrote:
#126

Nicodaudel

Jul 06, 2014 15:46:38

MechaPilot wrote:
#127

FallingIcicle

Jul 06, 2014 16:40:20

A few changes to the spells I've noticed since the playtest:

 

- Etherealness, Astral Projection and Gate have been removed from the wizard's spell list (hopefully just an accidental oversight).

- Bless, Charm Person, Chain Lightning, Command, Dispel Magic, Dominate Monster, Dominate Person, Etherealness, Fly, Hold Person, Invisibility, and Mass Suggestion now scale when cast in higher level slots.

- The damage on many spells has changed, including Disintegrate, Fireball, Lightning bolt, Meteor Swarm, etc.

- Cure and Inflict Wounds now have a range of touch. Cure Wounds now heals 1d8 + wis modifier, and adds +1d8 per spell level instead of +2d8. Inflict wounds deals 3d10 + 1d10 per SL.

- Knock no longer has a the Ritual tag.

- Identify now has a 100 gp material component , but it can also identify magical effects upon a creature.

- Shield now grants +5 to AC instead of +4.

#128

mellored

Jul 06, 2014 17:15:31
There are probably more spells in the PHB then in basic.
#129

Shamanstarr

Jul 07, 2014 15:35:18

No Charge action is one of the few things I don't dislike about 5e...with movement before, or after attack, as well as being able to be broken up or 'spent' on specific movement actions, un-trained people charge simply by moving to their target, then attacking...Charge itself is just how you color it, an untrained person charging shouldn't get any bonuses for doing so, except mayhaps in regards to having a Charge-friendly weapon (like a Lance or Spear) and then you'd merely note a bonus to those weapons. while getting specific bonuses for 'Charging' itself would be for those with the feat/training.

 

That's My 2 cents worth! Charge used to be 'abused' by people using it to Move, and then instead of doublemoving and giving up their attack for the round, they would charge, getting that double move, but also an attack, and really taking no penalty for it (other than not having all their possible attack options available with Charge) and in fact getting a to-hit bonus...lame

#130

Fenn_Grunberg

Jul 08, 2014 4:04:55

I don't know if it's already been mentioned by someone else, and if so I really apologize, but in the Basic Rules, if you're not proficient with a weapon you're not at Disadvantage when you use it, as you were in the last playtest packet: you simply don't add the proficiency bonus, as it was in 4th edition (yes, yes, I know, in 4th ed. the proficiency bonus didn't scale with experience... ).

Happy life and happy gaming to everybody, and happy summer! 

F.G.