Dungeons & Dragons Unearthed Arcana Playtest 6 Rogue Changes
The classic tabletop archetype is back in the spotlight, and Rogues are receiving a polish in this version of Dungeons & Dragons. However, the design team's hesitation to offer anything more than a few small changes hints at an underlying issue with the new direction for D&D.
The D&D team is always walking a tightrope when it comes to designing for Rogues. Rogues are a beloved archetype that often require wide open choices that can be tricky to balance. In the ongoing Unearthed Arcana playtest, the team has been able to deliver a number of quality-of-life changes to core classes while also delivering a new Bard and Druid subclass. However, Rogues have received comparatively minor adjustments, which seems to indicate that the team is wary of offering anything too different in fear of displeasing the community.
D&D Unearthed Arcana Playtest 6 Rogue Changes
In Dungeons & Dragons Unearthed Arcana playtest 6, Rogues get a handful of new subclass features. Bard and Druid each get a new subclass, while Monk undergoes an overhaul. Rogue's changes themselves are not extensive, as the class is already popular and doesn't need major alterations.
The biggest change is the return to the 5e levels for subclass features. This change has sparked some controversy, but it does seem to offer some flexibility in designing subclasses.
Here are the changes for the Rogue class in D&D Unearthed Arcana playtest 6:
These changes all seem to be positive, but they also feel like they could have been introduced in an earlier version.
The design team seems hesitant to make any changes that would alter the core of the Rogue. This approach is understandable, as Rogues are already popular, and changing too much could upset players who have already invested in 5e Rogue supplements. However, this approach also highlights the limitations of the new direction for D&D.
Dungeons & Dragons Unearthed Arcana Playtest 6 Verdict
Ultimately, Rogues highlight the struggle Dungeons & Dragons is having in transitioning into the new direction. The team is obviously capable of updating the rules, but there seems to be a hesitance to provide anything too different for players who have already invested in 5e supplements. This hesitation is understandable, but it also feels like a bit of a betrayal to players who are used to the ever-evolving set of rules that can be tweaked as needed.
The Dungeons & Dragons team is clearly grappling with how to introduce new rulesets while satisfying its large playerbase. OneD&D claims to be an extension of 5e rather than a completely new game, but the long-term plan is clearly to move away from physical books and embrace subscriptions.
Ultimately, the best way to engage with the game is to purchase the manuals from Wizards of the Coast's website. BeyondD&D is being heavily promoted as the best way to engage with the game, but purchasing the books is still vital to understanding the fundamentals of the game.
If you're ready to begin your own Dungeons & Dragons adventure, take a look at some of our favorite D&D 5e campaigns. We've also got a list of the best D&D 5e races if you're looking for something special, or you can browse our best D&D 5e classes to find a perfect fit.