• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D (2024) What is your oppinion of 5.24 so far?


log in or register to remove this ad

So we have only really seen one of the triforce here, as there are allegedly a LOT of MM and DMG changes.

But going based on the PH, its definately a "5.24", its a solid but not radical update to a lot of the core classes and functions. And in general I think they have done a good job, most of the changes I have seen I have agreed with. There are some that I don't but on the whole I think this is looks to be an improvement.

That said, ask me again in 3 months after I have asked my fighter player their topple DC for the 30th time and they forget and have to look up that DC for the 30th time (seriously, my players seem to be allergic to writing down/memorizing their save DCs)
 


I think folks are underestimating how much of a damage bump martial classes, in particular, got. So I think DMs will have to adapt to that after watching their players demolish what would previously have been a challenging encounter. Hopefully the new CR rules will help, though we have seen little of them so far, so it’s tough to say.

Old adventures will work, but will need balancing, though as others have pointed out, you always have to adjust for each party, anyway.

Monks will be the new hotness.
Monks are really changing the battlefield. They will be grabbing other player characters and giving them extra moves wherever they want to go. They will be grabbing foes and dumping them into harmful terrain. They will be anywhere and everywhere on the battlefield.
 

My personal feeling is that they did too little.

I'm not talking about numbers or number bloat.

this bounded accuracy is working great for me.

I would even cap ability scores to 18(+4). No need to be higher that that for standard PCs

but most if not all classes need more feat(ure)s.

less number bloats, more new feature to pick from and more feat slots.

New abilities to get is fun. adding just numbers is not.

Also they needed to get rid of any limited usage feature being tied to ability modifier. Just level or proficiency bonus.

we already have too much dependency with primary attacks/DCs and damage with that.
 

Also they needed to get rid of any limited usage feature being tied to ability modifier. Just level or proficiency bonus.

we already have too much dependency with primary attacks/DCs and damage with that.
Yea. Nothing worse than wanting to focus on an unspported off stat for a class for flavor reasons and have even less effective class features because of it.
 

Eh. It's different but it doesn't address the problems we've had or that I think are important. We'll play it, but we're looking at different games. Gloomhaven and MCDM are both on our list.

I'm picking it up not because I'm excited, but because it's D&D.
I'm curious, what are your top 3 problems you wish were addressed?
 

You should probably write 'em down yourself. I say this, but I am terrible at following that sort of advice, myself!

I'd be tempted to just figure out the minimum value it could reasonably be and tell them that it's what I'm going to use if they don't have it written down. ;)

Fortunately we use DDB nowadays so we just tell them where to look. But even before that it's never been an issue.
 

I'm curious, what are your top 3 problems you wish were addressed?
If I were to look at the fundamental "flaws" of 5e and tried to narrow it to a nice short list it would be these. Doesn't mean don't have other problems with the edition (as I have problems with every edition), but I would say these are the biggest ones.

1) Concentration is used too much as a club. The concept is good, but it really should have been divided into two mechanics (one that prevents two spells from stacking, the other to be able to disrupt if the caster takes damage). As is concentration dominating a lot of caster spell selections and means lots of spells just never see play because the almighty concentration factor is too important. It also generates a ton of saving throws every time the wizard stubs their toe.

--from all conversations this is not addressed in 5.24. We might see a few spells lose/gain concentration but no fundamental changes here.

2) Useless gold. 5e doles out gold with very little purpose.
--the new bastion rules and perhaps some new item buying rules might help address this, jury is still out.

3) CRs are very poorly mathed out. The current CR system is designed for absolute newbies who want to play the game on easy mode, and once you get to ~5th level the CRs just don't work. Now CRs are always a bit of an art than a science, but high level CRs are a joke compared to what high level parties do. Considering the wealth of raise dead/come back abilities at high levels, fights should be MORE deadly (with the "easy mode" being easy resurrection) rather than just cake walk battles.
--WOTC has suggested that a lot of monsters have been retooled to better fit their CR, so probably the biggest hope for 5.24 on this list.

4) The game still does not well support a "small number of encounter per day" model. This is 2024, dnd has moved out of the dungeon and has now embraced a much larger world. Many groups do lesser combats in favor of more roleplaying, or do more overland travel type games where 1-2 encounters a day (or even less!) is the norm rather than the 6-8 encounters the game is balanced around.

This was fine in older editions where that was the exception, but now that its the norm (or at least a sizable minority of the player base), this has gone from a rough spot to a true flaw in the game.

--5.24 has created a bit more incentive to short rest, and has reigned in a few of the "nova" options that is only really a problem for these groups that do limited encounters per day. So I would say 5.24 has done a bit of work here, but the fundamental bones (and therefore the fundamental issue) has not changed.
 

I am quite happy with what I've seen so far and will be getting both the hardcover editions and copies for my VTT of choice (Fantasy Grounds). I love the art, support the mechanics changes that have been revealed in the playtests and preview videos, and am looking forward to seeing the better organization of the DMG that was promised. I told my current groups that we'd go with the majority in terms of switching at our next campaign break, but my vote will be to shift to the new ruleset.
 

Into the Woods

Remove ads

Top