D&D (2024) Playstyle Changes from 5E to 5.5E?

Without 3E we would still be THAC0. Without 5E we would still spend hours to create NPCs that the party kills in seconds.
I agree with the rest, but this is off the mark. NPC classes made it absolutely trivial to make those NPCs even in seconds just by slapping a few skills & abilities on whatever creature you want. On top of that the NPC classes allowed a trivial explaination for why their version of a thing might not be the same as the one PCs (could) get.
 

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Paladins are now more than just smite + aura.
They really aren't though, now they are just an aura. Their damage is now mediocre, support is poor other than the OP aura, and they would make good tanks except that tanking isn't actually a thing in DnD. They are being nerfed into oblivion and once people start converting to 5.5e, Paladins will be the consensus worst class.

I'm glad they nerfed the nova damage, but taking away their bonus actions was overkill. All they had to do was make Divine Smite "once per turn" like Eldritch Smite, that would've been perfect
 


I see things in the core PHB as harder to just say no to in my game. It is no longer an option class or race or spell, it is now core and may players would expect it. I know I am the master of my game table and can homebrew all I want, but in the PHB makes things harder to just say no to when someone joins the group and pulls out a character.

Small things like orcs are people now instead of monsters means that I should make room for them or some of them being tolerated in towns, or goliaths are a things now because they had a cool power from a splat book. Overall it will be fine and the game will be played, but there is a push in a direction of play based on the new designers.
 

Hard to say so early. I fully intend to embrace 5.5 initially, but reserve final judgement until after I've played for about a year.

I really need to experience the full product to get a proper feel for it.
 

My guess is that Rogue will take that spot.
My guess though is that this is not noticeable at the table. And if you are really doing long adventuring days (I hope there is an easy option to make it a week or so), the rogue as the only non-rest dependent class will find situations to shine.

Maybe mass combat is not their best thing, but while everyone else rests, they can do "things".
 

My guess though is that this is not noticeable at the table. And if you are really doing long adventuring days (I hope there is an easy option to make it a week or so), the rogue as the only non-rest dependent class will find situations to shine.

Maybe mass combat is not their best thing, but while everyone else rests, they can do "things".
I'm with you. Rogues have the lowest highs in 5.24 but they, unlike 5e classic fighters and barbarians (out of combat) and monks (in combat) have pretty high lows. Their damage is good (you can always Sneak Attack thanks to Cunning Action), their resilience is good (can always fight at range, can hide from incoming attacks, can Uncanny Dodge), and unlike a 5e classic fighter or barbarian they are significantly better out of combat than a wizard or cleric in an antimagic field.

The rogue always gets to contribute. So although many will not like the low highs it isn't outright a negative play experience or useless looking.
 

My guess though is that this is not noticeable at the table.
It's definitely going to be a narrower top and bottom. And it wasn't that big to begin with. But I also don't expect perfection.

And with all the other classes got ways to boost their skill checks (+1d10 from the fighter is better than expertise for most of the game), and the rogue extra toys did not boost their max damage or skills.

Again. The power gap will be smaller than before. Certainly not trying to talk anyone out of playing a rogue if they want. Just having some fun speculating.
And if you are really doing long adventuring days (I hope there is an easy option to make it a week or so), the rogue as the only non-rest dependent class will find situations to shine.
Sure. There will be scenarios where the rogue is best. But I don't expect that to be the norm.
Maybe mass combat is not their best thing, but while everyone else rests, they can do "things".
True. I like the idea that the rogue goes off scouting while the rest of the party rests.
 

It's definitely going to be a narrower top and bottom. And it wasn't that big to begin with. But I also don't expect perfection.

And with all the other classes got ways to boost their skill checks (+1d10 from the fighter is better than expertise for most of the game), and the rogue extra toys did not boost their max damage or skills.
I had hoped for both, one or two d6 extra of sneak attack and some cheating/luck ability.

On the other hand, moving reliable talent to 7 helps the rogue to get back to the top a bit sooner. A floor of 20 in stealth usually proves to be better than addimg +1d10 to a check.

Only looking at averages or the maximum result only tells part of the story.
 

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