This NEEDS to be FIXED in NEW D&D!

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PackTactics
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"Haha you dont have enough movement to get to me, because i put this tiny icecube that fits in my drink on a huge 5 by 5 surface"

nolongerdude
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The Icy Surface complaint feels a little pedantic - yes, they could have worded it better, but the context makes it pretty obvious that the intention is an icy surface and not just a single ice cube on the ground. Then again, I know similarly-pedantic players (and GMs) that would disrupt games to argue exactly that scenario.

KiithnarasAshaa
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I think "voluntarily failing the save" should be the general rule and then specific spells and effects should specify that you can't choose to fail, or that you can't command a creature to choose to fail.

PandaKnight-FightingDwagon
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8:55 Unless I am a dumb Gator, there is no explicit trigger for initiative. It's arbitrary by the DM. And if they decide to make that rule clearer in when initiative is rolled, they can easily patch this.

Anyways, I do hope they will flesh out the various rules nicely. There are more rules that weren't playtested that can and should be changed as well, and them being reworked will be a great help for the game.

gammalolman
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This is probably the last One Dnd video about the Player handbook.

PackTactics
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Text on screen: 150+ new monsters.
Gator: over 1000 new enemies.
Silly Gator, that’s not how you read numbers.

Ardith
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I totally agree that the Invisible condition is written really bad. For me the invisible condition is that creature is affected by an invisibility spell or similar effect and ONLY that - so the creature is probably translucent for the normal vision which would normally make it undetectable. But there are so many abilities that allow to see an invisible creatures - blind sight, true sight, tremor sense, etc. etc.
So I think there should be an intermediate step between invisibility and all those advantageous effects(surprise, concealed, attacks affected). I.e. you get all those effects if you're just "Not Detected" by enemy - that also may be due to stealth. And Invisibility should be just a simpler way to be undetected(i.e. give advantage to stealth or just gives "undetected" right away), but at the same time it can be completely negated by certain counter abilities - i.e. those special senses(tremor-, true-, blind-) and that would prevent having all advantages listed in the rule.

There's also a question about detecting creatures by sound(without special senses). In 5e there was no good ruling for being detected by sound - your position could be pinpointed by sound as easily as by vision - at least in base rules. And being invisible didn't give you advantage to being stealthy when you could be detected by sound as well. If I'm not mistaken if you're sneaking past someone then having half cover or being invisible has no difference if they can detect you by both vision and sound(for invisibility visual detection fails automatically, but audial isn't affected) and nothing says that detecting by sound is any harder than detecting by vision.
I'd rule that detecting by sound should be at penalty or disadvantage in comparison to visual(unless hearing is creature's main sense) and also should be dependent on how far sneaking creature is.

I can see(pun not intended😁) that delving into physics can be overwhelming to players which just want a simple rule "am I detected or not?" - that's why probably in 5e the rules were written like they were.

For the attacks affected I'd rule that a creature should have a primary sense that it uses for attacks - most creatures use vision, but also secondary - sound which could be used with disadvantage. So if you're completely invisible(like in 5e being invisible makes you completely undetectable to normal vision) this means they cannot attack you using vision, but can still attack you using sound(which is at disadvantage). Though there's also a case where you could be detected visually by non-direct means - footprints on the ground, curtain that is moved by you, etc. I'd rule that creature needs to first roll perception(probably with disadvantage) to even be allowed to attack you with disadvantage(if we don't count in sound - e.g. you're invisible and there's silence spell blocking all sounds). And if you're sneaking then they should first beat your stealth on top of everything else. Or I'd simply rule that in this case you succeed automatically - invisible while in silenced room that's almost the definition of undetectable😄

harmonickolobok
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1:50 if they spaced this down by pressing enter twice and changing “this benefit” to “these benefits” it would solve it super simply. This also follows their formatting for other features where they give you abilities first then say when they wouldn’t work so to be as clear as possible.

SirEliteGrunt
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Better long rest text:

You may resume resting 1 minute after an interruption. When you resume resting, you treat it as if the amount if time spent resting is 1 hour less, as the interruption negated an hour of rest.
Resuming a rest resets your initiative.
Concentrating on a spell or effect counts as casting a spell for the purposes of acting as an interruption.

It can be sinplified further but I'm no professional. Now you can't make a rest take longer than starting a fresh rest, tanks arent penalised for taking multiple hits in a combat thats interrupting a rest, spells that take longer than a minute cause multiple interruptions, etc.

Also you can do a whole combat between interruptions.

lukenator
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The thing with long rest interruptions is that it specifies that the Long Rest stops as soon as an interruption occurs. So the rule sets up a binary switch during a Long Rest where you are either resting or you are not. Since rolling initiative stops the long rest, the Barbarian taking damage or the Wizard casting spells during the ensuing combat would not count as interrupting the rest, because they are not resting when those things happen.

CivilWarMan
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"If the long rest was interrupted, the interruption lasts one hour before that long rest can be resumed." That's how you should write it.

lapsos
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If we're being strict with wording then Ice surface also isn't enough - ice on a wall that you don't touch(unless you're climbing it) is also an ice surface on that tile. I imagine few DM's that would allow small ice cube define terrain as difficult. With player's love to bend rules in their favor we might feel the need to specify a rule indefinitely to disallow bad use cases. But I think a good rule of thumb(it's not new actually) is to follow the common sense - when a use case can be ruled by common sense immediately without thinking for too long then I'd say we don't need to specify that in rule. But if there are controversial cases - that's a signal to clarify a rule. If there are too many such cases - then rule is bad written, but a few cases should not be a problem.
Also it would be good to have some wiki where for each rule we'd have a list of controversial use cases and how they are resolved - but not in PHB.

harmonickolobok
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The general rule for being able to choose to fail saving throws is fine. But you could put specific rules inside a spell you wanted creatures not to be able to choose if to autofail so you don't have to add extra language to every spell in the game. Besides all that, you have to have money and the levels to use Planar Binding.

indignantlamentation
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"Voluntarily failing a save" absolutely should be the default. But there should generally be more distinction between creature and player. It's the player who decides to fail the saving throw, the creature doesn't roll dice (see "the lich roll a d6" absurdity).
Because things like Planar Binding compel the creature and not the player, the saving throw point is moot.

illfindoutful
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For the long rest shenanigans it could ba so much easier if you just create the concept of daily preparations, where you gain all your spell slot and that you can have daily preparations only after a long rest.

That also would be able to make spells that last more than an hour instead last until your next daily preparations

lucamonticelli
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A good solution to the rest-casting problem is so straight-forward, Larian did it almost by accident in BG3. "Duration: 24 hours or until you finish your next long rest". Just... make adventuring day spells expire at the same time you regain spell slots.

ArthurPhoenix
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6:40 one thing that I saw many DMs have problems with is long rest during a trip um a vehicle. They don't like or accept in any circumstance

marcosantonio-hjvp
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0:45 - The "ice" thing is funny, but what about "rubble"? How much rubble? A single stone? How big does the rubble have to be? If a surface is entirely covered in gravel, is it difficult terrain? And if so, is a gravel road thus considered difficult terrain? Et cetera et cetera?

1:49 - This could be fixed by making that part a separate paragraph and change "this benefit" to "these benefits".

4:10 - This works as a general rule, as long as it's called out in specific spells when that spell can't be voluntarily failed.

5:00 - Remember, violence isn't the answer. Violence is the _question._ The answer is "yes".

7:05 - I feel like we all know what they _intend_ here, and how they _meant_ for it to be read, but we _also_ all know that there are people who argue for some very strict and/or wacky interpretations of RAW.

arcticbanana
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With regard to Tremorsense, it could also be noted that it currently says "can pinpoint the location of creatures and moving objects". So if the creature is standing completely still, it would still be "visible". However, vibration-dependent senses should live from the fact that movement must be present.

Therefore, a further, smaller change would be appropriate here: "can pinpoint the location of moving creatures or objects".

This may sound the same now, but it makes a world of difference in practice if the players want to set up an ambush and pack themselves somewhere completely still and wait for the monster with this property to come to them.

MortusVanDerHell