In another classic display of arriving tardy to a new topic that fits perfectly for my blog, it’s been about a month since OneD&D was announced as the next evolution of the game from Wizards of the Coast. But! If there’s any benefit to this lengthy of a delay, it’s that I’ve had a lot of time to digest the news and organize my thoughts on the first set of rules (PDF here). So, here’s my first impressions: the good, the bad, the somewhere in-between.
The Good Stuff
One of the most overt adjustments made in the ruleset is the movement of a granted increase to ability scores away from a character’s chosen race and into their background. It’s effortlessly elegant, adjusting D&D in a much needed way to be less oddly restrictive. An ASI from a character’s race was a long-outdated idea, but that bonus to a character’s ability wasn’t something the player base wanted to see stripped away entirely. It coming from the character’s life before they became an adventurer is the perfect adjustment.
They also stepped forward with grace, clearly outlining that these bonuses from a character’s background should be their choice entirely, with a few template examples included. It’s an open invitation to consider how your character’s life shaped them, and what skills they’ll have gained that will help them attain success as a hero.
In a different space of the game, the Grappled condition had its effects changed. Previously, it did nothing more than reduce a grappled creature’s speed to 0. Now, in addition, it imposes disadvantage on the grappled creature making attacks against anyone other than the grappler, it is much more thankfully clear how a grappler can move a grappled creature, and, my favorite of all, escaping a grapple has been added as a repeatable save at the end of each turn. Since 5th edition’s release, attempting to escape a grapple cost a creature’s entire action.
A new mechanic I’m excited to use is the exciting momentum of granting the adventurers Inspiration on every roll of a Natural 20. When you crit, you get a floating reroll, but you can only ever bank one. Should you crit again before you spend it, you get to hand it off to another character. I’m downright excited to see this in action, to see the heroes really swing combat with a wave of inspiring strikes.
Now, for a bit of utter speculation, this ruleset included an adjustment for the Slowed condition applied by various spells and abilities, while containing no mention of the Stunned condition. Hard crowd control abilities is something my players and I have discussed ad nauseum, and I’m hopeful that Stunned‘s absence from this document might imply that it is going to be replaced by the softer but still very useful new interpretation of Slowed. Reason being, it sucks to lose an entire turn. Stunning foes for the party feels great, but the second a foe stuns a party member, it feels horrendous. Were these effects lessened to halving your movement, granting advantage on attacks against you, and imposing disadvantage on your dexterity saving throws instead of all of that in addition to denying your entire turn, I believe it would make for a more enjoyable experience on either side of the screen.
And lastly, Wizards has created a new delineation for their spell lists. Rather than a completely unique list for each class with some spells available in addition based on your subclass, they’ve divided the lists down to Arcane, Divine, and Primal. I like the change, and I’m extremely curious to learn more about it. Historically in D&D, some classes have had reduced options for their spell lists to push them toward certain roles: i.e., a bard in 5th edition does not get fireball unless they burn one of a very limited amount of “Magical Secrets” to gain it. It’s created flavor for subclasses, such as only a Fiendish patron for a warlock allowing them access to fireball, or the Genie patrons being the only one to put Wish on their spell list. Flavor, though, is a small price to pay for many more interesting decisions players can make when building their characters.
Now, on to some changes with which I find concern …
The Questionable Stuff
One of the first things I found myself quirking my brows at was the entry for Dragonborn character traits. A recent book from Wizards had some very welcome rules adjustments to their innate Breath Weapon abilities: they can replace a single attack on their turn with them, and it scaled in power based on character level. In the OneD&D PDF, it has returned to requiring an entire action to use a breath, and its damage has no scaling. Hopefully these were oversights. I allowed a dragonborn character to use Fizban’s rules in my campaign when they were released and it did not cause any problems in my game, so I hope they did not decide to revert those adjustments.
Next, level one feats. I think, ultimately, this is a great addition to character creation. Feats provide so much value for defining a character’s talents that I love seeing them available earlier. Additionally, creating new “tiers” of feats with prerequisite levels will help define their power in a very useful way. So, why isn’t this paragraph in the previous section? Well, I’m worried about their balance against one another. In 5th edition, there’s tons of feats in the game, and some of them are so stand-out strong, they are a contender for many players even if they don’t fit thematically for the character: like, Fey Touched and a free cast of Misty Step, which contends on supposedly equal footing with something like Chef (which gives you +1 Con or Wis, a tool proficiency in Cook’s Utensils, an extra 1d8 hit points of healing for anyone spending hit dice on a short rest, and then 2-6 temporary hit points based on level). (And don’t get me wrong, that’s got some serious value in certain situations. But it’s also up against Sharpshooter and Great Weapon Master and Sentinel …)
There’s also a lot of expansion on Inspiration as a concept, but one piece I didn’t like was their rule to remove it from the PCs when they take a long rest. With how much more liberally the rules want Inspiration to be used I can see what their thought is, but I also think that Inspiration, once earned, should last until used.
And, on the topic of Long Rests, the rules now mention that combat of any kind will utterly and completely prevent the completion of a long rest. I’m more tentative than critical on this one for a few reasons. For one, the party is likely low on resources when they decide to risk a long rest in dangerous territory, and failing to complete a rest might be overly punishing for a few bad rolls. However, this might lead to more consideration and better decision making from the party when they seek shelter for a rest. It could also greatly improve travel through wilderness – for the most part, overland travel in D&D seems to come down to a single encounter a day, if that, and going into each engagement with full resources can make challenging the party difficult. I can think of a few other ways to counter that, however, so we will have to see.
Wizards also proposed some interesting adjustments to Natural 20 rolls that I personally intend to utterly ignore. The first is a rule in the PDF mentions that a Nat 20 always succeeds on a roll when made, and a Nat 1 always fails; the intention here is that a call shouldn’t be made for a roll if the characters have no chance to succeed, but I believe there’s value in the characters not knowing if success is possible from the simple call for a roll. I’ve had a post about the Role of the Dice rattling around in my head for a while now, so I’ll have more to say on this later.
Another adjustment is Wizards wants to remove the ability for spells to critically hit. As-is, only a spell with an attack roll is currently capable of such, and I think it just isn’t nearly as fun for a player to throw a Nat 20 and then deflate when they remember their Firebolt cantrip doesn’t crit anymore. Spell crits are sticking around at my table.
Then, Wizards came gunning for my crits. The majority of my experience in D&D comes from behind the Dungeon Master’s screen, and Wizards wants to remove critical strikes from monsters. The current assumption in the community is that this will step in tandem with new, powerful abilities on monster stat blocks that will threaten the party without the need for a lucky roll, so I’ll hold my full judgement for now. We’ll see in time.
The Whatever Stuff
Lastly, there was something I had some thoughts on that don’t cause me worry for the game’s direction or excite me. Just an adjustment I realized occurred. The new rules for backgrounds don’t include the features that they had in the 5th edition PHB. With backgrounds being built from the ground up by the players, that makes sense, but there was some good thematic stuff there that could provide some texture to different styles of games. I, personally, will be sad to see them gone – but luckily, I can invite my players to simply include characters that might aid them in those ways in their backstories.
So, there’s my first impression of OneD&D (well, actually, my first first impression was that’s-a-silly-name). I’m looking forward to learning more. Worst case scenario, I’ll steal what I like and retrofit it for use in 5th edition and keep running games the way I have been.
As always, thanks for reading! Good luck out there, heroes.




