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One Dnd Playtesting and Keys from the Golden Vault | The Goblins and Growlers Podcast

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Manage episode 358631374 series 3000279
Content provided by Goblins and Growlers. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Goblins and Growlers or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.
Episode Introduction

First things first: We've launched a new monthly newsletter, the Goblins and Growlers Gazette. Here are your key takeaways: It's got some TTRPG news, indie game recommendations, and some hot takes from our podcasts and elsewhere. Also, showing us you're subscribed will get you 10 percent off our booth merchandise at conventions. It's a quick read and a way for all of us to stay connected a little better. Check it out and sign up here.

Now for the episode: We have a couple of things to talk about today. Josh breaks down the new One DnD Druid and Paladin playtest materials, and then Brandon talks about Wizards of the Coast's most recent D&D release, "Keys from the Golden Vault," a most-excellent heist anthology. You can read Josh's playtest breakdown after the jump at the tail end of these show notes -- a reminder that the feedback survey on these opens today, March 20, 2023.

Join our Discord: bit.ly/goblindiscord

Links!

Goblins and Growlers Gazette newsletter sign-up page

One DnD feedback

Keys from the Golden Vault

Listen, rate, and subscribe!

If you like the show, please tell a friend about it. And if you want to tell more people, then please leave us a review on Apple Podcasts. You can find and/or support us at all the places below:

The Goblins and Growlers Podcast is produced by Goblins and Growlers, a Richmond, Virginia-based tabletop-roleplaying-game content and events company dedicated to inclusivity through TTRPGs.

Read More for the Druid and Paladin playtest materials breakdown:

----more----

Thoughts on OneD&D "UA" Playtest Materials for Druid and Paladin Overall:

For something that's supposed to be fully compatible with 5e, there are a lot of terminology changes and class rewrites in here. I know they don't love this term, but it really does feel like 5.5e. Yes, it's compatible with 5e, but it's distinct and different enough to feel like its own creature.

A lot of things feel like they're simplifying math and functionality to be easier to read, which is a major plus for accessibility.

Epic Boons as class features granted to "category" of classes (Mages, Experts, Warriors, or Priests), is also a major plus for multi-classers, also multi-classers have simplified rules and blocks to explain those rules right alongside classes.

There's not a ton here to be excited/angry about, with the exception of the changes to Wildshape. So you'll probably hear all about that, and little else, such as the innocuous changes to inspiration points.

Druid:
  • New wildshape rules are pretty rough, and seem likely to be house-ruled by a lot of tables as "We'll just do it the old way". A lot less opportunity for flavor and interesting mechanics, plus removing the second health bar, is a serious nerf to this ability.
  • Making wildshape and other nature spells be part of their own daily limit category of ability, similar to a "Channel Divinity" or "Sorcery Points" feature, seems like an overall boon for the class. More wildshapes for people who exclusively wildshape, more nature spells for people who exclusively do nature spells, more flexibility for folks who do both.
Paladin:
  • Explanation of what your oath means and how one might seek penitence for any violation of that oath, is a huge plus for new roleplayers and GMs alike.
  • WotC specifically highlights recognition that current/previous suggested level 20 benefits were a little on the weaker side, and so have offered a few different possibilities. If folks like one over another, they should probably fill out the feedback so that gets committed.
  continue reading

85 episodes

Artwork
iconShare
 
Manage episode 358631374 series 3000279
Content provided by Goblins and Growlers. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Goblins and Growlers or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.
Episode Introduction

First things first: We've launched a new monthly newsletter, the Goblins and Growlers Gazette. Here are your key takeaways: It's got some TTRPG news, indie game recommendations, and some hot takes from our podcasts and elsewhere. Also, showing us you're subscribed will get you 10 percent off our booth merchandise at conventions. It's a quick read and a way for all of us to stay connected a little better. Check it out and sign up here.

Now for the episode: We have a couple of things to talk about today. Josh breaks down the new One DnD Druid and Paladin playtest materials, and then Brandon talks about Wizards of the Coast's most recent D&D release, "Keys from the Golden Vault," a most-excellent heist anthology. You can read Josh's playtest breakdown after the jump at the tail end of these show notes -- a reminder that the feedback survey on these opens today, March 20, 2023.

Join our Discord: bit.ly/goblindiscord

Links!

Goblins and Growlers Gazette newsletter sign-up page

One DnD feedback

Keys from the Golden Vault

Listen, rate, and subscribe!

If you like the show, please tell a friend about it. And if you want to tell more people, then please leave us a review on Apple Podcasts. You can find and/or support us at all the places below:

The Goblins and Growlers Podcast is produced by Goblins and Growlers, a Richmond, Virginia-based tabletop-roleplaying-game content and events company dedicated to inclusivity through TTRPGs.

Read More for the Druid and Paladin playtest materials breakdown:

----more----

Thoughts on OneD&D "UA" Playtest Materials for Druid and Paladin Overall:

For something that's supposed to be fully compatible with 5e, there are a lot of terminology changes and class rewrites in here. I know they don't love this term, but it really does feel like 5.5e. Yes, it's compatible with 5e, but it's distinct and different enough to feel like its own creature.

A lot of things feel like they're simplifying math and functionality to be easier to read, which is a major plus for accessibility.

Epic Boons as class features granted to "category" of classes (Mages, Experts, Warriors, or Priests), is also a major plus for multi-classers, also multi-classers have simplified rules and blocks to explain those rules right alongside classes.

There's not a ton here to be excited/angry about, with the exception of the changes to Wildshape. So you'll probably hear all about that, and little else, such as the innocuous changes to inspiration points.

Druid:
  • New wildshape rules are pretty rough, and seem likely to be house-ruled by a lot of tables as "We'll just do it the old way". A lot less opportunity for flavor and interesting mechanics, plus removing the second health bar, is a serious nerf to this ability.
  • Making wildshape and other nature spells be part of their own daily limit category of ability, similar to a "Channel Divinity" or "Sorcery Points" feature, seems like an overall boon for the class. More wildshapes for people who exclusively wildshape, more nature spells for people who exclusively do nature spells, more flexibility for folks who do both.
Paladin:
  • Explanation of what your oath means and how one might seek penitence for any violation of that oath, is a huge plus for new roleplayers and GMs alike.
  • WotC specifically highlights recognition that current/previous suggested level 20 benefits were a little on the weaker side, and so have offered a few different possibilities. If folks like one over another, they should probably fill out the feedback so that gets committed.
  continue reading

85 episodes

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