D&D 5E A Compilation of all the Race Changes in Monsters of the Multiverse

Over on Reddit, user KingJackel went through the video leak which came out a few days ago and manually compiled a list of all the changes to races in the book. The changes are quite extensive, with only the fairy and harengon remaining unchanged. The book contains 33 races in total, compiled and updated from previous Dungeons & Dragons books.

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I'm not saying this to be snarky. How much simpler can 5e get before it's dungeon world? 5e has already shown that it's current degree of complexity has been wildly successful at attracting new players.

Seeing things like "you get X bonus action PB times for day" really heartens me precisely because I love crunch and tactics - so much so that I'm not even playing 5e right now (PF2e instead) because of how lacking that is.
I have to agree. I am switching to Level Up precisely because I don't want the game to become even simpler. But I recognize that I am fighting the tide on that one.
 

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I have to agree. I am switching to Level Up precisely because I don't want the game to become even simpler. But I recognize that I am fighting the tide on that one.
God bless Russ for his effort, but I don't think Level Up actually addresses the real problem. Still a step in the right direction though.

Also apparently quite a lot of people agree with you, judging by the kickstarter's success, so I dunno about that tide.
 

I'm not saying this to be snarky. How much simpler can 5e get before it's dungeon world? 5e has already shown that it's current degree of complexity has been wildly successful at attracting new players.
well You could do away with stats (not saying they will or should) and just have modfires str -1 Dex +2 Con - Int +3 Wis +1 Cha +1
you could make all the classes use the same chasie (this one I think they should kinda do but not really) so every class can be intermixed
they can make less spells
 

I'm not saying this to be snarky. How much simpler can 5e get before it's dungeon world? 5e has already shown that it's current degree of complexity has been wildly successful at attracting new players.

Seeing things like "you get X bonus action PB times for day" really heartens me precisely because I love crunch and tactics - so much so that I'm not even playing 5e right now (PF2e instead) because of how lacking that is.
Base mechanics are simple. But with all the features, traits, feats etc from different sources it can get somewhat complicated. I think fewer traits/features/feats but ones that have bigger impact on actually changing the way your character plays might be the way to go.
 


Base mechanics are simple. But with all the features, traits, feats etc from different sources it can get somewhat complicated. I think fewer traits/features/feats but ones that have bigger impact on actually changing the way your character plays might be the way to go.
I literally could not disagree more, but different strokes for different folks. If anything, I think 5e needs 10x more of all of those.

Which is?
For me, personally, the reason me and my group don't play 5e is because the combat is not tactically engaging. I want to be able to make multiple important decisions on each turn. 5e, by design, does not offer that - and just for the record, it's clearly working for them. I'm in the minority.

PF2e's three action economy solves this problem, for me, perfectly.
 


I literally could not disagree more, but different strokes for different folks.

If anything, I think 5e needs 10x more of all of those.
I really hate the 3e style fiddly and specific low impact feats in style of "Three times per day, if the moon is waxing, you get +1 to attacks of opportunity using glaive-guisarme."

I want build choices that are big and impactful and say something about the character.
 

For me, personally, the reason me and my group don't play 5e is because the combat is not tactically engaging. I want to be able to make multiple important decisions on each turn. 5e, by design, does not offer that - and just for the record, it's clearly working for them. I'm in the minority.
my group is in a mid point. We want mechanics like Stixhaven has and more for each pillar. We want choices but BIG choices that change the play.
 

God bless Russ for his effort, but I don't think Level Up actually addresses the real problem. Still a step in the right direction though.

Also apparently quite a lot of people agree with you, judging by the kickstarter's success, so I dunno about that tide.
Sadly, just a drop compared to 5e's legions of fans. Still, I'm very glad to have it here.
 

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