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D&D (2024) D&D 2024 Player's Handbook Reviews

On Thursday August 1st, the review embargo is lifted for those who were sent an early copy of the new Dungeons & Dragons Player's Handbook. In this post I intend to compile a handy list of those reviews as they arrive. If you know of a review, please let me know in the comments so that I can add it! I'll be updating this list as new reviews arrive, so do check back later to see what's been added!

Review List
  • The official EN World review -- "Make no mistake, this is a new edition."
  • ComicBook.com -- "Dungeons & Dragons has improved upon its current ruleset, but the ruleset still feels very familiar to 5E veterans."
  • Comic Book Resources -- "From magic upgrades to easier character building, D&D's 2024 Player's Handbook is the upgrade players and DMs didn't know they needed."
  • Wargamer.com -- "The 2024 Player’s Handbook is bigger and more beginner-friendly than ever before. It still feels and plays like D&D fifth edition, but numerous quality-of-life tweaks have made the game more approachable and its player options more powerful. Its execution disappoints in a handful of places, and it’s too early to tell how the new rules will impact encounter balance, but this is an optimistic start to the new Dungeons and Dragons era."
  • RPGBOT -- "A lot has changed in the 2024 DnD 5e rules. In this horrendously long article, we’ve dug into everything that has changed in excruciating detail. There’s a lot here."
Video Reviews
Note, a couple of these videos have been redacted or taken down following copyright claims by WotC.


Release timeline (i.e. when you can get it!)
  • August 1st: Reviewers. Some reviewers have copies already, with their embargo lifting August 1st.
  • August 1st-4th: Gen Con. There will be 3,000 copies for sale at Gen Con.
  • September 3rd: US/Canada Hobby Stores. US/Canada hobby stores get it September 3rd.
  • September 3rd: DDB 'Master' Pre-orders. Also on this date, D&D Beyond 'Master Subscribers' get the digital version.
  • September 10th: DDB 'Hero' Pre-orders. On this date, D&D Beyond 'Hero Subscribers' get the digital version.
  • September 17th: General Release. For the rest of us, the street date is September 17th.
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Yes you foolishly called on/bargained with/summoned something beyond your understanding...

You may eventually discern what it is or maybe you never do... what I do find hard to believe is that beings this powerful would necessarily be so straightforward & obvious that their summoning rituals Are all direct calling cards.




How does it strip away identity... by allowing theDM or PC the freedom to define the type of being you make a pact with... seems to me this would accommodate many more identities using the Warlock class/archetype.



is this a general D&D thing or something from a specific D&D setting?
The 5.5 narrative insists that you don't know who you made your pact with, yet nonetheless have cool superpowers with no downside, particularly if, as @Steampunkette suggested, you never take that third level. How is that not limiting?
 

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The 5.5 narrative insists that you don't know who you made your pact with, yet nonetheless have cool superpowers with no downside, particularly if, as @Steampunkette suggested, you never take that third level. How is that not limiting?
There is still a point... 3rd level... where you know who and what your patron is. It's not limiting because the archetype of both one who was tempted/corrupted but did not fully sucumb or understand the being they were dealing with (1st or 2nd lvl then multiclass)...as well as the Warlock who comes to know who and what he's made a deal with (3rd lvl or higher) are possible.

The fully knowledgeable of his patron and fully aware and accepting of a deal Warlock is not the only valid portrayal of the archetype.
 

Huh? So we're just ignoring the tempter narrative conceit, the corrupter narrative conceit as well as those folk heroes who actually outsmarted or bested an entity and was able to garner a small part of its power in return...

I just feel like you have a much narrower concept for the Warlock archetype than I'd agree with.
Eh.

You can always do that option with the O5e or A5e Warlock because while the structure gives you the power it's up to you and your DM to decide who that power comes from and how it all works out. It's a thing people do, sometimes, with mysterious figure NPC Patrons and honestly go for it, it works.

It's the D&D 2024 Warlock that says "This is the ONLY WAY IT WORKS".

Now instead of it being an option, it's the default for everyone, no exceptions. And not only is it the default, the class is structured so that doing it the other way can really mess things up at 3rd level. It also makes all Warlocks below level 3 mechanically identical with no flavor based on the kind of magic they have. No longer do you start out with any kind of difference between an Old One or a Fiend in what they do. You don't even get your themed spell list 'til 3 so you're LITERALLY the same mechanical structure as any other Warlock regardless of who, or how, they made their pact.

Which kinda sucks.

Also there's the whole Cross-Class archetypes issue which will result in people only ever having "Mysterious Voice" patron and then they're off to Wizard School to be really bad Wizards. And, conversely, Wizards getting Pacts with Devils, Celestials, Fey, Genies, and Old Gods as a distinct possibility.

The latter of which takes the entire narrative conceit of Warlocks and just gives it away.
Yes you foolishly called on/bargained with/summoned something beyond your understanding...

You may eventually discern what it is or maybe you never do... what I do find hard to believe is that beings this powerful would necessarily be so straightforward & obvious that their summoning rituals Are all direct calling cards.
Which is fine as an OPTION. But not as the default. At least not to me.

Wyll didn't sell his soul to some "Mysterious Entity" to save Baldur's Gate. He sold it to a Devil in exchange for Warlock Powers knowing exactly what the cost was. And the weight and drama of that decision is what drives a lot of his characterization and character interactions. The same sort of themes carry through in the vast majority of media and historical literature.

There are -some- stories where people are making a deal and don't know who it's with... But the vast majority of stories involving a pact with a devil make the people involved really, incredibly, blatantly obvious because it's a morality tale.

Stingy Jack didn't make a deal with a "Mysterious Entity" to turn itself into a coin then stuff the mysterious entity into his pocket next to a silver cross to keep him there for a year and a day. And when he died it wasn't a mysterious entity that threw a single coal from hell's fires to him to light his way in the dark as he wandered the Earth forever after.
How does it strip away identity... by allowing theDM or PC the freedom to define the type of being you make a pact with... seems to me this would accommodate many more identities using the Warlock class/archetype.
You ALWAYS have the choice of defining the type of being you make the pact with in O5e and A5e. That isn't something D&D24 has somehow "Gained".
is this a general D&D thing or something from a specific D&D setting?
Mages of Strixhaven is a specific setting based off a Magic: the Gathering property. But the thrust of the argument isn't "Mages of Strixhaven is now the default setting!" it's that Mages of Strixhaven was a test case for community engagement for cross-class archetyping that was received positively enough that they're almost certainly going to make it a "Thing" going forward.

And based on what came out of Strixhaven it's clear they're utterly uninterested in giving a 2/2 flying frog fart about the Warlock's theme or narrative in their actions.

By making all the classes share the same levels for their archetypes they're trying to set things up to stretch out their writing by instead of making a Warlock Patron and a Wizard School and a Sorcerer Bloodline a single "Generic Magic Thing" that all three are going to be able to take part in.
There is still a point... 3rd level... where you know who and what your patron is. It's not limiting because the archetype of both one who was tempted/corrupted but did not fully sucumb or understand the being they were dealing with (1st or 2nd lvl then multiclass)...as well as the Warlock who comes to know who and what he's made a deal with (3rd lvl or higher) are possible.

The fully knowledgeable of his patron and fully aware and accepting of a deal Warlock is not the only valid portrayal of the archetype.
"You get to learn at third level!" is not a great argument when the problem raised is that it's being obfuscated for the first two levels which strips out the class's narrative elements to shuffle them around in favor of a homogenization of power across classes across D&D24.

No one is saying it's the "Only Valid" way. But it is an IMPORTANT way. And should probably be the default way because of the structure of the stories that it is calling upon being structured that way.

Trying to shoehorn the 3rd level mechanical mandate into the class takes away an important narrative element at 1st level and applies a "One Size Fits All" mysterious figure.

Honestly, if they wanted to do that they should've taken away Patrons as Archetype choices and instead made Pact Boons into Archetypes and Patrons into 1st level functions.

Instead of an Invocation at level 1 you pick your patron to gain a minor ability and an increased Spell List. THEN you'd get Invocations at level 2. THEN you'd get an Archetype at level 3 which is a Pact Boon like Pact of the Blade or Pact of the Tome or whatever.

That would've made VASTLY more narrative sense to try and keep the Warlock in the wheelhouse of your Fausts and Johnnys.

But they decided to take the Pact Boons and make them Invocations for some unfathomable reason and give Warlocks a "Once per long rest you can get spells back with 1 minute instead of 1 hour!" mechanic that I despise. If the party's going to hang out for any length of time from 1 minute to 10 minutes to 1 hour then it's probably not super important that it only be 1 minute instead of 1 hour so why not just take the short rest?

Anyway. Yeah. They really messed up Warlocks is what I'm saying. They took away the flavor of them in favor of bland mechanics and they're working to make it so you can have a level 20 Warlock who doesn't -actually- have a Patron of any narrative weight, or a level 20 Wizard who has a Warlock Patron.
 
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There is still a point... 3rd level... where you know who and what your patron is. It's not limiting because the archetype of both one who was tempted/corrupted but did not fully sucumb or understand the being they were dealing with (1st or 2nd lvl then multiclass)...as well as the Warlock who comes to know who and what he's made a deal with (3rd lvl or higher) are possible.

The fully knowledgeable of his patron and fully aware and accepting of a deal Warlock is not the only valid portrayal of the archetype.
No, but it isn't a portrayal 5.5 warlock is designed to support any longer.
 



So you've made the deal. You've got the powers. But you don't know who or what you've made a pact with 'til you pick at level 3. You might've started play wanting to do a Fiend Pact and described a Diabolical ritual but then 3rd level rolls around and, y'know, Fey just seems more fun with how the party dynamic works out. Guess the Fey really love them sacrificed goats and pentagrams!

As a Paladin you get magical powers based on your Oath. At level 1 you have healing hands and spellcasting, including divine smite. Which gets boosted at level 2. You have your powers before your oath?

Well, You might've started play wanting to do an Oath of Devotion and described a character who was all dudley do-right but then 3rd level rolls around and, y'know, Oath of Conquest just seems more fun with how the party dynamic works out. Guess you are really an iron-hearted dictator who believes in the power of fear to crush all who oppose you.


Anyone who has a character concept so weak, that they change like that, either didn't describe any rituals and pentagrams, or was all over the place anyways. Most people who go into this saying "I want to make a deal with Satan and sacrifice Goats" don't go "well, you know, that sounded cool, but those teleporting powers are sweet, so I want to have made a deal with a pixie instead." three weeks later. Yes, you don't have the mechanical abilities uniquely associated with your Pact, but that doesn't mean there was no deal made. That's one of the benefits of the deal being a narrative conceit, it is flexible based on the story, without being bound in iron and steel to the leveling mechanics.
 

Its supported at 3rd level.
The issue is that it's an important narrative element of a character being moved from level 1 to level 3.

This isn't like a Fighter deciding what sort of Training they want to pursue. This entity is the -SOURCE- of the Warlock's power. The thing they make a deal with at level 1. Right out of the gate this narrative conceit should apply to shape the character's existence.

Moving it to level 3 turns level 1 "Warlocks" into "Cultists". Generic AF servants of "Something".

It's the same issue with Sorcerers, honestly. Clerics, too. And Paladins. Wizards not so much because even if their specialization of spell school is at level 3, they're still the "Spellbook Casters" at level 1.

EVERY Warlock is now "Mysterious Whisper"
EVERY Sorcerer is now "Where's this Magic Coming From?"
EVERY Cleric is now a "Religious Initiate"
EVERY Paladin is now someone who prays to cast spells, fights, cures with a touch, and later on eventually gets around to swearing an oath of some kind to some ideal, maybe. Who knows. They might just never do that part.

Hell, they might wind up "Swearing an Oath" to a magic school for Wizards, eventually. After all: Every class gets their archetype at 3 and cross-class archetypes are going to be a thing! Who cares if they're channeling divinity or praying, it's -basically- the same as wizardry, right?

As a Paladin you get magical powers based on your Oath. At level 1 you have healing hands and spellcasting, including divine smite. Which gets boosted at level 2. You have your powers before your oath?
Yeah. It's also a REALLY DUMB DESIGN CHOICE for Paladins, too.
Well, You might've started play wanting to do an Oath of Devotion and described a character who was all dudley do-right but then 3rd level rolls around and, y'know, Oath of Conquest just seems more fun with how the party dynamic works out. Guess you are really an iron-hearted dictator who believes in the power of fear to crush all who oppose you.
Pretty much, yeah! Or something less drastic like Oath of the Ancients or Oath of Loyalty or Oath of Something Else that isn't a complete alignment shift, sure.
Anyone who has a character concept so weak, that they change like that, either didn't describe any rituals and pentagrams, or was all over the place anyways. Most people who go into this saying "I want to make a deal with Satan and sacrifice Goats" don't go "well, you know, that sounded cool, but those teleporting powers are sweet, so I want to have made a deal with a pixie instead." three weeks later.
I have a titanic "Meh" over your statement of other people's character concepts being "Weak". This is a game children play. The point isn't "This is always going to happen" it's "This is totally a thing that can happen which shows the inherent weakness of shifting the pact and the patron 3 levels apart"
Yes, you don't have the mechanical abilities uniquely associated with your Pact, but that doesn't mean there was no deal made. That's one of the benefits of the deal being a narrative conceit, it is flexible based on the story, without being bound in iron and steel to the leveling mechanics.
Yeah! And so is the patron just not being a thing. SO POWERFUL. So important! Being able to be a really bad "Mage of Strixhaven" instead of having a Patron is a really good tradeoff for the design choice of the narrative!

Nah. They should've made your Patron your level 1 choice instead of Invocations, moved those to 2, and used something else for the Archetype, is what I'm saying. If they DESPERATELY want to make archetypes interchangeable and all the classes gain their archetypes at level 3, Patrons shouldn't be the archetype.
 
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That's not where your character begins, unless you and your GM and your table want it to be. Some of us still start at 1st level.

Yes and I can't pick my wizard school or paladin subclass until 3rd level... how is this any different? Tiers of play are still a thing... want to play in a higher tier... start at a higher level. This opens up the pre-hero play of the Warlock... if it starts at 1st level... where do we play the pre-heto narrative at? We don't its taken away as an option.
 

Eh.

You can always do that option with the O5e or A5e Warlock because while the structure gives you the power it's up to you and your DM to decide who that power comes from and how it all works out. It's a thing people do, sometimes, with mysterious figure NPC Patrons and honestly go for it, it works.

It's the D&D 2024 Warlock that says "This is the ONLY WAY IT WORKS".

Now instead of it being an option, it's the default for everyone, no exceptions. And not only is it the default, the class is structured so that doing it the other way can really mess things up at 3rd level. It also makes all Warlocks below level 3 mechanically identical with no flavor based on the kind of magic they have. No longer do you start out with any kind of difference between an Old One or a Fiend in what they do. You don't even get your themed spell list 'til 3 so you're LITERALLY the same mechanical structure as any other Warlock regardless of who, or how, they made their pact.

Which kinda sucks.

Also there's the whole Cross-Class archetypes issue which will result in people only ever having "Mysterious Voice" patron and then they're off to Wizard School to be really bad Wizards. And, conversely, Wizards getting Pacts with Devils, Celestials, Fey, Genies, and Old Gods as a distinct possibility.

The latter of which takes the entire narrative conceit of Warlocks and just gives it away.

Which is fine as an OPTION. But not as the default. At least not to me.

Wyll didn't sell his soul to some "Mysterious Entity" to save Baldur's Gate. He sold it to a Devil in exchange for Warlock Powers knowing exactly what the cost was. And the weight and drama of that decision is what drives a lot of his characterization and character interactions. The same sort of themes carry through in the vast majority of media and historical literature.

There are -some- stories where people are making a deal and don't know who it's with... But the vast majority of stories involving a pact with a devil make the people involved really, incredibly, blatantly obvious because it's a morality tale.

Stingy Jack didn't make a deal with a "Mysterious Entity" to turn itself into a coin then stuff the mysterious entity into his pocket next to a silver cross to keep him there for a year and a day. And when he died it wasn't a mysterious entity that threw a single coal from hell's fires to him to light his way in the dark as he wandered the Earth forever after.

You ALWAYS have the choice of defining the type of being you make the pact with in O5e and A5e. That isn't something D&D24 has somehow "Gained".

Mages of Strixhaven is a specific setting based off a Magic: the Gathering property. But the thrust of the argument isn't "Mages of Strixhaven is now the default setting!" it's that Mages of Strixhaven was a test case for community engagement for cross-class archetyping that was received positively enough that they're almost certainly going to make it a "Thing" going forward.

And based on what came out of Strixhaven it's clear they're utterly uninterested in giving a 2/2 flying frog fart about the Warlock's theme or narrative in their actions.

By making all the classes share the same levels for their archetypes they're trying to set things up to stretch out their writing by instead of making a Warlock Patron and a Wizard School and a Sorcerer Bloodline a single "Generic Magic Thing" that all three are going to be able to take part in.

"You get to learn at third level!" is not a great argument when the problem raised is that it's being obfuscated for the first two levels which strips out the class's narrative elements to shuffle them around in favor of a homogenization of power across classes across D&D24.

No one is saying it's the "Only Valid" way. But it is an IMPORTANT way. And should probably be the default way because of the structure of the stories that it is calling upon being structured that way.

Trying to shoehorn the 3rd level mechanical mandate into the class takes away an important narrative element at 1st level and applies a "One Size Fits All" mysterious figure.

Honestly, if they wanted to do that they should've taken away Patrons as Archetype choices and instead made Pact Boons into Archetypes and Patrons into 1st level functions.

Instead of an Invocation at level 1 you pick your patron to gain a minor ability and an increased Spell List. THEN you'd get Invocations at level 2. THEN you'd get an Archetype at level 3 which is a Pact Boon like Pact of the Blade or Pact of the Tome or whatever.

That would've made VASTLY more narrative sense to try and keep the Warlock in the wheelhouse of your Fausts and Johnnys.

But they decided to take the Pact Boons and make them Invocations for some unfathomable reason and give Warlocks a "Once per long rest you can get spells back with 1 minute instead of 1 hour!" mechanic that I despise. If the party's going to hang out for any length of time from 1 minute to 10 minutes to 1 hour then it's probably not super important that it only be 1 minute instead of 1 hour so why not just take the short rest?

Anyway. Yeah. They really messed up Warlocks is what I'm saying. They took away the flavor of them in favor of bland mechanics and they're working to make it so you can have a level 20 Warlock who doesn't -actually- have a Patron of any narrative weight, or a level 20 Wizard who has a Warlock Patron.

You must have a different copy of the book than I do. I went and checked the entry for Warlock, and no where did it say "And Wo! Never shall ye tell your player of the nature of their patron! Never shall they know til level 3! Always a mystery it must be!!"

Yeah, sure, it says " The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete" in the flavor text of pact magic... but taking that to mean you literally cannot know the identity of the being you made a deal with is just as supported by that statement as by saying your patron can only communicate as a voice from the shadows, and can never communicate via writings in a strange tome, or visions painted against the starry sky. And since I'm pretty sure if I asked my DM "Hey, can my patron communicate to me via pictograms formed in on the hilt of this ancient knife?" they aren't going to say "sorry, DnD 2024 is very clear. Your patron can only be a voice in the shadows, nothing else"
 

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