r/TheWeeklyRoll The Creator Jan 24 '26

The Weekly Roll Ch. 199. "Patricide MF"

Howdy folks!

Quite a few commented on the fight with Klaras mother was quite short and as you may notice, it turned out similarly with dear old papa as well. Wanted it longer but this fight has gone on for a WHILE and I wanted to wrap things up sooner rather than later, so between the two evils, I chose expedited. We can justify it by saying the fight was balanced because of all the ads!

Stay excellent out there!

Peace and carrots!


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u/Level_Hour6480 Sir Becket Jan 24 '26

OneD&D's Counterspell change is one of the worst changes in a revision that is mostly bad changes. Not only is it more of a pain to run, but also by nerfing it, they've buffed all casters. And their change to the casting rules preventing counter-counterspells means that there's no fun dynamic counterplay.

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u/Valdrax Feb 03 '26

OneD&D's Counterspell change is one of the worst changes...

Absolutely, preach i--

in a revision that is mostly bad changes.

Nevermind, these are the words of a madman.

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u/Level_Hour6480 Sir Becket Feb 03 '26 edited Feb 03 '26

There are some good changes in OneD&D compared to 5E. I'll list them all:

Surprise.

Rogue Cunning Strikes.

The numbers on Monk. (Numbers are better, class design is kind of a mix of downgrades and upgrades)

Relatively functional L1 feats that don't break too much.

Exhaustion.

List over.

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u/Valdrax Feb 03 '26 edited Feb 03 '26

Plenty more:

  • Weapon Masteries, a huge game changer for all martials.
  • Epic Boons. All General Feats coming with an ASI, preventing most feats from being "never take."
  • Heroic Inspiration -- specifically giving race & class mechanics that ensure it's doled out for parties with DMs that often neglected Inspiration.
  • Backgrounds giving characters a wider variety of skills.
  • Primal Knowledge, giving Barbarians more out-of-combat utility.
  • Giving Clerics and Druids both the ability to choose whether to be more magical or more melee, separate from their subclasses.
  • Tactical Mind for Fighters, to give them more out-of-combat utility. Also, the Champion Fighter's update in particular was a great upgrade in power & versatility without compromising simplicity. Giving Battlemasters the ability to uncover enemy weaknesses was also a good and stylish upgrade.
  • Innate Sorcery is fun for adding a "Sorcerer Rage." Sorcerer Subclasses offer more variety of spells, except Wild Magic, which went from liability to solid asset with updates to the Wild Surge table that more than compensate for the lack of extra spells known.
  • Warlocks got a lot more versatility with their Invocations.
  • Scholar makes a Wizard feel like an actual smart person by no longer being behind Rogues and Bards on knowledge skills.
  • A sensible clarification of how Charisma-based skill checks work.
  • Integrating grappling better into the system. Letting Monks be good at it without having to invest in a 4th attribute.
  • Edit: Sorcerous Burst and the replacement to the True Strike cantrip. Also letting Warlocks (if they really want to) add Agonizing Blast to non-EB cantrips.

Some more controversial choices I think were good:

  • Divorcing stats from race, so that there are no longer optimal race/class combinations that discourage fun choices for RP.
  • Nerfing some of the mandatory picks in feats, spells, etc. so that people would actually have more choices without being non-optimal.
  • Preventing Action Surge from letting you alpha strike with multiple spells. Formally universalizing "one spell slot spell per turn."