D&D 5E For those playing 2014 5e, how are you reacting to the 2024 update?

For those playing 2014 5e, how are you reacting to the 2024 update?

  • We'll be switching over to the 2024 rules exclusively

    Votes: 44 26.8%
  • We'll be staying with 2014 rules but taking pieces from the 2024 updates

    Votes: 24 14.6%
  • We'll be updating to the 2024 rules but taking pieces from the 2014 rules

    Votes: 25 15.2%
  • We'll be picking and choosing between 2014 and 2024 rules to create our own house rules.

    Votes: 10 6.1%
  • We'll be staying with the 2014 rules exclusively

    Votes: 43 26.2%
  • We're going to play another game

    Votes: 18 11.0%

As one of my groups approaches switching over to 2024, and having read much more of the new core books than before, I am overall very happy with the 2024 rules but bothered by some elements here and there.

The subclasses are overall vastly improved. The monsters are, in general, vastly improved. Overall, I am very impressed by just how well they've managed to say more with less, reducing entire pages to a single paragraph which says everything the prior page said but with even more precision and clarity.

But there are some rough parts. Certain spells are big problems now which were only small problems before. Spells which create essentially an emanating field of damage which harms foes every time the field overlaps their space, on every turn it does so as opposed to once a round, come to mind.

Magic item creation rules, which were badly needed before, look too generous now and their interaction with the new Thief subclass may be extremely overpowered in an unintended manner.

But the negatives are all fixable. They shouldn't have been there in the first place, but they're at least relatively easy to fix.
 

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I find electronic tools useful for prep but have decided to stop using all of them at the in-person game table. I found I was distracted by the electronics and not focused on the players and game.
We have one game that has transitioned to p&p, and are a few weeks away from starting a second. Players are really enjoying it.
 

But there are some rough parts. Certain spells are big problems now which were only small problems before. Spells which create essentially an emanating field of damage which harms foes every time the field overlaps their space, on every turn it does so as opposed to once a round, come to mind.
My houserule for that. Out of turn movement (I.e. monk dragging the cleric with spirit guardians, readied movement) doesn't deal the damage.

Pretty sure that's what was intended to work.


Also, it not a new issue. It was once per turn before too. It is easier to pull off though.
 

As one of my groups approaches switching over to 2024, and having read much more of the new core books than before, I am overall very happy with the 2024 rules but bothered by some elements here and there.

The subclasses are overall vastly improved. The monsters are, in general, vastly improved. Overall, I am very impressed by just how well they've managed to say more with less, reducing entire pages to a single paragraph which says everything the prior page said but with even more precision and clarity.

But there are some rough parts. Certain spells are big problems now which were only small problems before. Spells which create essentially an emanating field of damage which harms foes every time the field overlaps their space, on every turn it does so as opposed to once a round, come to mind.

Magic item creation rules, which were badly needed before, look too generous now and their interaction with the new Thief subclass may be extremely overpowered in an unintended manner.

But the negatives are all fixable. They shouldn't have been there in the first place, but they're at least relatively easy to fix.

Emanations are maybe OP if you cheese them.

Players aren't casting them alot though due to buffed other stuff.

Well traditional favorites like spirit guardians.

Druids to low and doesn't know about their versions yet. He's been using sleep and other control spells.
 

Emanations are maybe OP if you cheese them.

Players aren't casting them alot though due to buffed other stuff.

Well traditional favorites like spirit guardians.

Druids to low and doesn't know about their versions yet. He's been using sleep and other control spells.
I will likely forever have a hard time seeing something with the provenance of Spirit Guardians as "traditional".
 

As one example, lizardfolk are now earth elementals.

That is a decision that you can make, I suppose, though I think it's roughly on par with deciding to jump over a shark in a boat, if you'll pardon my uncouth language, and more deeply affirms my suspicion that those who thought it was a good idea should be in charge of nothing more important than what they'll have for dinner.
 



Watching Treant Monk's videos on the 2024 DMG. If I run 5e, there are some nice general rules and changes/clarifications in the 2024 PHB that I would bring in to 2014. There are also some nice changes to some of the the classes themselves that I would use.
At the same time, there are some things that I dislike and some good ideas whose implementation that I do not like.
So, I would use 2014 as the base and bring in things that I like either from transcribing parts of Treant Monk's videos or just using the 2024 SRD/CC document should one be released.
 
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