D&D (2024) Did you make up your mind about 5.24?

Did you decide what your oppinion is on the 2024 edition of D&D?

  • No. I don't care!

    Votes: 11 6.7%
  • No. Not yet.

    Votes: 22 13.4%
  • Not quite yet. But I've read some of it.

    Votes: 11 6.7%
  • Yes and I don't like it.

    Votes: 34 20.7%
  • Yes and I don't see much of a difference to 2014.

    Votes: 22 13.4%
  • Yes and I like it.

    Votes: 64 39.0%

Culture isnt an essentialist "object". Members of the same culture can have different worldviews, different experiences, different traditions, different goals, and different contributions. Each person is a different "object". With each person − and obviously with each culture − there is observably real continuity and real change.

The "objects" look like the shape of boats (or almonds or eyes). They appear, suddenly trend in popularity, slowly reach a peak, then slowly incline, start to fall sharply, then suddenly vanish, while other "objects" in the culture have been trending instead.

Within the context of the comment I was answering, yes, Culture (capital C) is a game object within other systems, or as an additional container of rules, or object.

One can also make up their own rules, so that culture is relevant as part of the game systems, if they so desire.

It is not relevant, intentionally so it would seem, in 5.5.
 

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Within the context of the comment I was answering, yes, Culture (capital C) is a game object within other systems, or as an additional container of rules, or object.

One can also make up their own rules, so that culture is relevant as part of the game systems, if they so desire.

It is not relevant, intentionally so it would seem, in 5.5.
The 2024 background is the culture. It is the object with the boat-shaped curve, that appears, trends, and at some point vanishes. The 2024 background is the best "simulation" of a culture that D&D has so far.
 


The PHB is improved with better balance, stronger concepts, and less caster supremacy. It's still a greatest hits album - but moves from a 6/10 to a 7/10 for me.

The DMG is vastly better than the 2014 version and actually starts out by teaching people how to run a game - and doesn't teach them the actively harmful notion that the first thing you should do is create your world ... and the second thing is create your multiverse. It's a book I'd be happy pointing new D&D 5e DMs at, moving it from a 2/10 to 7/10, possibly even an 8/10
The 2024 rules, and the shallow extent that any kind of guidance is provided, does nothing from what I can see to aid or teach, world building at all.
And given just how bad traditional D&D world building has been I can only see this as an active and significant improvement.
Are the Gods detailed? What of their faiths?
And by the time you're asking this second question you have already blundered through an entire field of rakes in your world building - and I think the only D&D setting with the arguable exception of Dark Sun to not have tripped repeatedly is Eberron.

D&D's official setting is monotheist; the faiths are in general a really weird type of competing monotheisms.
Are there actual cultural differences outlined, and how are those mechanically represented if every culture has the same Charlatan, Farmer, and Hermit.
So what I'm hearing is that you hate D&D. Where the 2014 PHB was the first PHB to have actual background rules that aren't simply your race is your culture and we live on the planet of the hats.

And every culture may have farmers - but the proportion of farmers in 21st century culture is very different worldwide to in the 16th century. Every culture has charlatans and it takes similar basic skills to be one in any culture - but are they folk heroes using wits as the little guy taking on the powerful or the lowest of the low as utterly dishonourable? 5e doesn't hard code this but does encourage the player to ask the questions.

It's a low bar but in terms of sociological worldbuilding (which is the actually important part), just by having backgrounds 5e leaves pre-4e in the dust. (4e backgrounds came out about a month after the ultra-rushed PHB).
Tell me, as a 'I just got my first D&D Book, 2024 PHB' who is Gruumsh, and what does he believe and ask of his followers?
Ask your DM - and even if Gruumsh is a thing in this setting. I thought your problem was a lack of world building guidance, not that D&D wasn't enforcing cookie cutter world building. The lore glossary is where it belongs - in the DMG.
 



And given just how bad traditional D&D world building has been I can only see this as an active and significant improvement.
Well I will concede that a complete newb is not going to learn world building quickly and is best advised to use a prebuilt world. Having a good world though is essential. My concern is that as soon as a DM becomes proficient, he will want to build his own world. So a good DMG would spend a lot of time on it. I wouldn't include a campaign setting because it is woefully inadequate. I'd provide an adventure set in a setting with notes the DM can pick up said setting and should if he is new.

But you need details about the Gods as the game as a rule has those things. They are integral to several classes.
 

Well I will concede that a complete newb is not going to learn world building quickly and is best advised to use a prebuilt world. Having a good world though is essential. My concern is that as soon as a DM becomes proficient, he will want to build his own world. So a good DMG would spend a lot of time on it. I wouldn't include a campaign setting because it is woefully inadequate. I'd provide an adventure set in a setting with notes the DM can pick up said setting and should if he is new.

But you need details about the Gods as the game as a rule has those things. They are integral to several classes.
There's more than one way to build a world - and the "grow it around the PCs" approach works, especially for shorter campaigns. Which is why the 2024 DMG spends significant time on that. It's the approach that lets them get down to the business of DMing. And it also suggests using a prebuilt setting and includes Greyhawk for that purpose.

And you don't actually need a predefined pantheon to have the PCs get gods and can just add them as needed with the base pantheon coming with the DM's world. If one PC wants to be a follower of Pelor, one Neptune, and one Loki this isn't a problem. There's a reason that although most of the Critical Role deities are from 4e there are also one or two that are from Pathfinder. If it's good enough for Matt Mercer it's not an invalid approach even if it's not your favoured way.

It just doesn't start with the "build your world/build your multiverse" nonsense of the 2014 DMG that tells the DM that in order to DM they first need to spend hours and hours doing something that has very little direct impact on actual play.
 

I only play online currently, and my 5e game has a lot of traction left. Sadly, Roll20 has dropped the ball with 2024 sheets, and from what I heard I don't know if they'll even be up to par with the 2014 sheets when all is said and done. I guess there's always foundry in the future, or just try a different game altogether. From what I've seen 2024 looks good, but it's still just superhero fantasy. Even more so probably.
 


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