pukunui
Legend
Hi all,
I suspect that I will not adopt the 2024 revised rules in full as a DM until sometime next year when all three core books have been published. (The DM for the group I play in, however, intends to start a 2024 rules-only game in about a month.)
Nevertheless, the temptation to start using the new rules ASAP is increasingly tempting. As such, I am having a bit of fun thinking about the house rules / fixes I would make were I to start running a 2024 game with just the PHB. I suspect some of these will be addressed by errata / sage advice soon, while others may be resolved by content from the DMG.
In no particular order:
These next ones aren't so much issues with the 2024 rules that I want to fix, but I am also considering:
That's all I've got for now. I will add to this list as I continue to work my way through the 2024 PHB rules. I will also remove anything that is resolved by official errata, Crawford's sage advice, and/or additional/optional rules in the 2024 DMG.
I suspect that I will not adopt the 2024 revised rules in full as a DM until sometime next year when all three core books have been published. (The DM for the group I play in, however, intends to start a 2024 rules-only game in about a month.)
Nevertheless, the temptation to start using the new rules ASAP is increasingly tempting. As such, I am having a bit of fun thinking about the house rules / fixes I would make were I to start running a 2024 game with just the PHB. I suspect some of these will be addressed by errata / sage advice soon, while others may be resolved by content from the DMG.
In no particular order:
- Stealth / Hiding: I would use the 2014 rules until such time as the 2024 rules are made viable (either via errata, sage advice, or the upcoming DMG). So far the only other thing I know I'd need to change in relation to this is the thief rogue's level 9 Supreme Sneak feature, which grants an extra cunning strike option that begins with "If you have the Hide action's Invisible condition ..." I would just change that to something like "If you are hidden ..."
Please let me know if there's anything else I'd need to change here!
- Shields: (Un)equipping a shield will require a bonus action.
I dislike 2024's rule that (un)equipping a shield doesn't require any action at all, but I don't feel the need to stick with 2014's rule that it requires an action. So a bonus action feels like a reasonable compromise and should hopefully nip in the bud any shield + weapon juggling shenanigans. An alternative could be that (un)equipping a shield uses up your one free object interaction for the round.
UPDATE: The 2024 rules have been updated to indicate that donning / doffing a shield requires the Utilize action. I might still make it a bonus action, but I'd talk to my group first and see what they'd prefer.
- Grappling / Shoving: I'm tempted to switch these back to being opposed ability checks, as I like those. I am hoping the rules for ability contests have been moved to the DMG (as an optional rule, I guess).
UPDATE: Because the new save-based rules for these are now hard-coded into the DDB character sheet, we are going to give them a try and see what we think.
- Exhaustion: The cumulative penalty applies to save DCs as well.
- Moving through allies: This will still cost extra movement as per the 2014 rules.
- Stunned condition: You can't move while stunned.
- Conjure Minor Elementals: I am leaning towards reducing the scaling damage to +1d8 dmg per level, but I could also see making it be a 1/turn thing. Haven't settled on either fix yet.
- Spirit Guardians: I would either stick with the 2014 version of this spell or make it so the 2024 version can only deal damage to each target once per round. Otherwise, I'm inclined to ban this spell.
I hate that WotC buffed this spell instead of nerfing it.
- True Polymorph: The target can still speak (and cast spells) if the new form would allow them to do so.
They have already errata'd the bit about spell ending early if the target loses all the THP, but the other issue is that the spell says the target can't speak or cast spells. Period. The old version provides some leeway there but this version does not.
UPDATE: It seems they have un-errata'd the bit about the spell ending early if the target loses the THP. I think I would ignore that part unless and until such time as Crawford explains why he thinks it should be this way.
- Ranger: Oh boy! WotC somehow managed to make this class both better and worse at the same time, didn't they? I'm not a big fan of making rangers so dependent on hunter's mark, but I'm not entirely sure what to do instead. I'm tempted to make it so rangers don't have to concentrate on hunter's mark. That would mean I'd need to come up with a replacement for Relentless Hunter at level 13. Maybe just a free feat? Foe Slayer also needs beefing up, but I'm not sure what to do with that one. I reckon someone at WotC really hates rangers.
- Weapons: Muskets and pistols will not be available as standard equipment in my games!
I'm not a fan of the slow drift toward making default D&D more of a Renaissance/Enlightenment game than a medieval one. I might allow guns as experimental prototypes and/or rare and/or magic items, but I don't want my players being able to buy them from any weapon seller and use them right from level 1.
- Dual Wielding: I would specify that TWF only works if you're using a weapon in each hand. No ludicrous weapon juggling shenanigans at my table!
- Fabricate: I would add back in the stipulation that creatures and magic items can't be transmuted by this spell. For whatever reason, that bit got removed from the new version (which is otherwise exactly the same as the old one), which makes it seem like you could convert a living dragon into dragon leathers and such even if you can't do it the other way around.
These next ones aren't so much issues with the 2024 rules that I want to fix, but I am also considering:
- Short Rests: I might reduce the duration of a short rest to 15 or 20 minutes.
I've long felt one hour is too long, as it can mess with in-game pacing too much, but conversely, 4e's 5-minute short rests are too short. 15–20 minutes feels like a nice compromise – quick but still long enough that players might feel it's not worth the risk if they're in a hurry.
- Being Knocked Unconscious: Unconsciousness lasts 1d4 minutes.
As someone who suffers from vasovagal syncope, I find that these rules just don't do it for me. I know it's cinematic movie logic, where the heroes knock the guards out and they stay out for the rest of the scene, but in reality, anyone who is knocked out and stays unconscious for more than a few moments is likely going to suffer brain damage. I also don't like the 2024 rule that someone who is knocked unconscious automatically starts taking a short rest. I feel like a short rest should be something you consciously choose to do. Being unconscious due to injury shouldn't count. If you want to keep someone unconscious for longer, use some kind of poison (e.g. chloroform).
That's all I've got for now. I will add to this list as I continue to work my way through the 2024 PHB rules. I will also remove anything that is resolved by official errata, Crawford's sage advice, and/or additional/optional rules in the 2024 DMG.
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