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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No it doesnt... it says if you want to skip the narrative of a Warlock solidifying their deal and knowledge of their patron start at 3rd level. 2024 aligns this with the tiers and standardizes this across all classes which is both good game design and narratively cohesive.⁹
Nah. It doesn't say that.

It says that all warlocks have a mysterious whisper that they make a deal with, unknowing who they're making a deal with until 3rd level.

If you -want- to start your game at 3rd level, which is not the presumption D&D makes, then you get your patron at the start of the game... But still not at 1st level, at the start of your character's career.

It's definitely true that it's the same across all classes that they get archetypes at 3rd level...

But that's not good game design. That's just homogenization. It's also not narratively cohesive to assume that Robert Johnson didn't know it was the Devil he was making a deal with at the Crossroads that fateful night.
The exception is to start at 3rd level. Simple and elegant.
Okay. so all Warlocks start at 3rd level, Fighters and everyone else start at 1st.

Nah, friend. If the game requires a house-rule to provide the core narrative elements of a character class that should be a part of it from the 1st level on, that's inelegant. That requires the system's standard practices to be ignored in order to fix an issue of narrative structure.
Also your assertion that all Warlocks are identical is factually incorrect. You are choosing the spells you have access to... unless you are claiming that every Warlock in every game has to choose the exact same spells at level 1... are you?
You clearly understand that's not what I'm claiming so this is just an argument to ridiculousness.
This isn't a current thing...
Nope. But it is a thing. It's a thing they've previously talked about doing, decided to do, and then did. And the majority of the negative feedback they got about it, if you'd care to go look at the Survey Results, was that because different classes got their archetypes at different levels they felt "Unevenly Distributed".

And now... gasp. They've changed where all classes get their archetypes to the -same levels-. What a weird and totally unrelated coincidence.
Yes and if you want to be Wyll
Start at 3rd level... you like that narrative, I get it and 5e gives you a way to start with it.
Again, this is not elegance or good design. This is called a Kludge. It's a way to get around a problem without actually addressing the problem.
So you want everyone shoehorned into one identity? Otherwise you are admitting their are others... why shouldn't they be playable along with the one you prefer?
Which makes more sense:

Option 1 happens a lot in literature and media. It is the inspiration for the character class. It is the default assumption with other storytelling choices being a choice which modifies the narrative.
Option 2 happens sometimes in media. It's not the inspiration of the character class. It is the default assumption with other storytelling choices being a choice which adds a narrative that doesn't exist in the default.

To me, if you wanna make a class about a Romantic Knight of Arthurian Legend you make the class be a knight of Arthurian Legend from 1st level on, because that's what you're trying to give to your players. If you want Archetypes at level 3 for that character, you create various Romantic Knight of Arthurian Legend specializations that give specific bonuses to courtly romance and questing.

You don't make a Squire that becomes a Knight at 3rd level.

Do you maybe make some options and a sidebar about storytelling fluff of how someone could RP their Romantic Knight character as a Squire for the first few levels? Sure. Do you include the suggestion that someone could take a few levels of Fighter to use them as "Squire Mode" before they become a Knight? Sure. Do you note that someone who wants to play Gawain, who was not a 'Worldly Knight' could instead take a few levels of Paladin before taking the Knight class? Absolutely cool.

But the class should be, from the start, what the class is meant to be.
Didn't say it was... but the fact that you can begin the game with an air of mystery around your patron and later discover who or what it is... thats what 2024 had provided.
2024 "Provided" the default assumption with mechanical enforcement that you do not -have- a Patron before 3rd level. You have pact magic and invocations from a "Mysterious Benefactor" and then get a Patron at 3rd level.

And as noted in other posts, new players and new DMs are going to read this and take it as the "Right Way" to play with all other "Options" (I.E. the things that fulfill the narrative conceits of warlocks across media) being the "Wrong Way" to do things.

After all, starting above 1st level is a house rule/option, not the default assumption.
When was this setting published...regardless it's not core so it may be an option in the future... so what ignore it if you don't like it and don't use it for your character if you don't like it... but if others want or use it why does that affect you?
Holy crap you're just not getting it at all, are you? Mages of Strixhaven doesn't need to be a core campaign setting for the mechanical principle of cross-class archetypes to become a thing. The fact that they showed interest in doing it, said they were going to do it, then did it is the point. Not "You have to use this specific setting!11!!1!eleven!"
And yet they are all different mechanically
... good game design.
The facepalm I have for this statement is staggering.
It is when that obfuscation opens up numerous other play opportunities that didn't exist previously.
The "Numerous other play opportunities that didn't exist previously" are "Play with a mysterious benefactor that you don't know 'til 3rd level!" and...

That's it. It's also the default assumption. And explicitly pushes all other conceits out the window.

But go off, I guess.
Huh? It should be default because what now??
Are you just not reading what I'm writing or is there some other misunderstanding, here?
Again no it opens up new narratives overall for the class.
No. It doesn't. See? I can be pointlessly contrarian without any kind of argument to support my statements, too.
No. The tempter and corrupted archetype Patrons who work from the shadows and offer a taste of power to seduce you is not served by this at all... you're trying to narrow the archetype to fit what you prefer
Good to know you know what I want and think and believe better than I do. While you're at it, can you tell me where I left my good hair brush? You must know, since you know what is in my mind better than I do.
Nah they didn't really mess them up, they have more ans more different flavor than previously.
This is laughable.

I hope someday you find someone as devoted to you as you seem to be devoted to this ridiculous design decision.
 

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Just going to say I think its a scummy move to reply to someone... insult them in said reply and then block them becquse they dont agree with your take on imaginary elf games... nice one @Steampunkette .
 
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Just going to say I think its a scummy move to reply to someone... insult them in said reply and then block them becquse they dont agree with your take on imaginary elf games... nice one @Steampunkette .
Yeah, this sort of response to an argument isn't great behaviour in my opinion. It's a flaw in this board's implementation of the ignore feature... again, in my opinion. It encourages passive-aggressive behaviour. Because one person gets something up their nose, now someone else has their board experience affected. That isn't right.

@Morrus @Dannyalcatraz @Umbran ... is there something that can be done to curtail this sort of 'abuse' of the ignore feature?
 

Yeah, this sort of response to an argument isn't great behaviour in my opinion. It's a flaw in this board's implementation of the ignore feature... again, in my opinion. It encourages passive-aggressive behaviour. Because one person gets something up their nose, now someone else has their board experience affected. That isn't right.

@Morrus @Dannyalcatraz @Umbran ... is there something that can be done to curtail this sort of 'abuse' of the ignore feature?
While I recognize your position, I disagree with it because you lack context.

I intended and did reply to Imaro's post in good faith before I finished the post at 2am. I looked at the clock and saw how late it was and I was finally starting to get tired enough to try and get past my insomnia to go to bed and get some kind of sleep. I knew if I was waiting for a response I'd be unable to sleep well, and re-reading the last exchange realized there was no point in continuing the discussion. So I blocked to end the discussion.

This was not passive aggression or "Abuse" of the ignore function, it was someone tired of insubstantial discussion in desperate need of sleep doing what she felt she had to do to disconnect.
 

Wizards have spellbooks at level 1, and a wizard being the nerd caster has always been their narrative.

Paladins are another great example of why this design decision being forced into every class build is a bad one. See my previous post.

Paladins have always been this way, they didn't change. So if this hasn't been an issue for 10 years, what is going to change now?

Man, it's almost like the book has a specific line in the text which makes a declaration that defines how the pact works and you don't need a separately over-dramatic line telling you "Never tell your players what their patron is"...

This might shock and amaze you, but not -everyone- plays D&D. I know! It's insane. And people who don't play D&D but pick up this book as their first introduction to it, might just read what the book says and go "Oh. That's how this works. I guess I'll just go with that." and move on from there. (This is especially likely with D&D24 being the fastest selling D&D thus far)

BIZARRE, right? That people might read the words in the book and follow the mandates provided?

It isn't a mandate. That is what you are missing. Sure, there are some players who would say "Well, the book says this is the only flavor allowed" (and they would be wrong) but there are just as many if not more who will go "That's sick, but what if..."

Seriously, by your interpretation of how people act, fan-art and fan-fiction could not exist as concepts in human media. Because everyone would just go "well, that's how it is." instead of exploring alternatives.

Cool for you! Cool for me, too. And my players. And a bunch of other people who have been playing for a while and finagle the story to fit their concepts.

But if you've never met a DM, before, who isn't comfortable fluffing things out in different directions, I dunno what to tell you, friend. I've had players at my tables play "Werewolves" by just giving them Barbarians and telling them "Your Rage is a Werewolf Shift". And I once played a "Telekinetic with a Knife" that was actually a Barbarian with a greataxe described as a frilly dainty girl. Her d12 HD was telekinetic shields, her 20 Strength was Telekinesis lifting rocks, etc.

But I've also had DMs outright tell me "No, that's not happening" to far less extreme narrative fluffing of characters. This design structure? Is going to make Warlocks narratively weaker. Paladins, too. And Clerics. Sorcerers.

That doesn't sound like a design problem. That sounds like a problem with human creativity. Again, the warlock does not mandate that your character can not know who their patron is until level 3. Even if, even if, you end up with a DM who refuses to let you know for certain that you made a deal with a demon.... what are they going to do to your character or your role-play? If your character says "I've made a pact with a Demon" to another party member, will the DM punish you for it? Will they leap in and go "Well akstually, you don't know that for sure"? Until level 3 when they will stop doing that because you are allowed to know the thing you've been roleplaying your character knowing this entire time?

Bit of advice, if the problem involves "The DM dictates my roleplay" then the problem isn't a class design problem.
 

I thought that the cross-archetypes did not make the cut?! Did I miss a book somewhere?

They were clunky because of the varying power-gain levels between classes. Even now with all archetypes starting at 3rd, the other levels are all over the place, no? So the reasons they were shot down still mostly remain.

As for warlock flavor , I think the warlock can know their query was answered by infernal or Eldritch powers, yet ignore the name of their new boss. Then at 3rd level your infernal boss is revealed! Or...plot twist (because you changed your mind) you thought it was a demon, but your éminence grise is a celestial who took pity of your pathetic attempts at summoning Satan.
 

Again, this isn't about how -I- will play the characters in D&D24. Because as noted earlier in the thread: I won't be playing D&D24. I'll be over in A5e having a blast.

This is me, as a game designer, saying "This is a bad design choice for these reasons."

And I'd love to take this discussion as just you as a game designer, but you are confusing choices with mandates, and design decisions with a bit of "one true way" discourse. For example:

Rogues aren't defined by their archetypes. Rogues are defined by being sneaky little blighters who get sneak attack. Their archetypes give them a new and interesting way of doing those things and represent training and gained skill which is great. (Though, honestly, I wouldn't be opposed to giving EVERYONE their archetypes at level 1, as it makes more sense than splitting out pacts and oaths and stuff to 3rd)

Warlocks get their power from a specific entity. And as a design, moving that entity to 3rd level is a bad design decision. It's great that you, personally, don't have an issue with this. But your arguments to support it have been "Other classes don't have this problem" and "You can fluff it!"

Neither of which is the design problems inherent to -this- class. Which is why I brought up this class and it's design.

Right here you state that Warlocks get their power from a specific entity. Likely a single entity... well, what if I want to play a John Constantine character who has deals and pacts with dozens of entities? Under your design visions, I can't do that. There must be a new class created, because the Warlock only makes deals with a single entity, and doing anything else is disallowed by the very design of the class.

But... it isn't. The way the team designed the 5.24 Warlock, and even the 5.14 Warlock perfectly allows for me to make that choice in the story. They have a different perspective than you, because if I went to them and asked them about this situation, they'd be almost confused by how I could have gotten such an incorrect assumption in my head. They didn't design this as a mandate.

Yes. It is unique to specific classes because specific classes have a narrative built around a single aspect of their character being -the- defining aspect of who they are, what they do, and how they get their power.

A fighter has the power of Sword. At level 3 they can be a Champion and be better at Sword. But at level 1? Sword.

A warlock has a patron that gives them magic from the get-go. That patron is an important narrative element and making the default a split to 3rd level breaks apart that narrative element.

Same with a Paladin's Oath or a Sorcerer's Bloodline.

Sure. So let's move all Archetypes to level 1 instead of level 3.

It'd make a lot more sense that way if that's the way you'd prefer it done.

Though I'd argue it's a stronger argument for Paladin/Sorcerer/Warlock than most any other class since their Oath/Bloodline/Patron is where they -get- their power.

Alternatively keep the Archetypes at 3rd and move the Oath/Bloodline/Patron to level 1 as more of a ribbon and make the Archetype into a different narrative-mechanical element.

Fighter is literally the worst example you could come up with, because they are the generic brand white bread of the game. They barely have ANY flavor, at all. But what about Barbarians? They get their Rage, which defines them and their power, but at level 3 they might "suddenly discover" that their rage comes from the gods, or ancestral spirits, or the elemental planes, or animal totems, or....

And no, I don't want to move everything to level 1, because that is too much. Which is the actual reason they moved it back to level 3.

It's almost like I recognize a trend of intentionality in their statements and actions over the course of several years culminating into a fairly well received product that they can carry forward with their new "One size fits all" archetypes at identical levels across all classes function...

Weird how that works. It's almost like they said it's a thing they wanted to do, and then they did it, and then they made changes to make it easier to do in the future...

But it's PROBABLY just a coincidence, sure.

Uh huh. Yup. I'm just the crazy cat lady over here being wrong about everything!

Surely this will NEVER HAPPEN and is not -remotely- a part of their design process.

The design you are talking about was playtested once, mid-way through the 2014 version of the rules, dropped, and never mentioned again. They've never attempted to playtest it again. They have never even mentioned it again to my knowledge, unless directly asked.

So other than "vibes" do you have any evidence of their plan? Their plan which, by their current speed, is likely to be achieved in 10 to 15 years?
 

While I recognize your position, I disagree with it because you lack context.

I intended and did reply to Imaro's post in good faith before I finished the post at 2am. I looked at the clock and saw how late it was and I was finally starting to get tired enough to try and get past my insomnia to go to bed and get some kind of sleep. I knew if I was waiting for a response I'd be unable to sleep well, and re-reading the last exchange realized there was no point in continuing the discussion. So I blocked to end the discussion.

This was not passive aggression or "Abuse" of the ignore function, it was someone tired of insubstantial discussion in desperate need of sleep doing what she felt she had to do to disconnect.
I don't think any less of you! I just don't like the way this board feature works. Don't worry about this discussion, or any head-butting that resulted from it.

Being a fellow insomniac, I sincerely hope you get some sleep soon.

I know @Imaro would appreciate being unblocked, but that's up to you, and all good whatever you decide.
 

This is laughable.

I hope someday you find someone as devoted to you as you seem to be devoted to this ridiculous design decision.

Mod Note:
It is fine to not agree about design decisions. But the site really expects you to not dump disrespect on people for disagreeing with you.

Are you going to dial it back, and stop making it personal, or are we going to have to remove you from this discussion? Your choice.
 

I thought that the cross-archetypes did not make the cut?! Did I miss a book somewhere?

They were clunky because of the varying power-gain levels between classes. Even now with all archetypes starting at 3rd, the other levels are all over the place, no? So the reasons they were shot down still mostly remain.

This is a supposed future feature, that does not exist currently, that may be implemented at some indeterminate time in the future where it may or may not cause problems...

As for warlock flavor , I think the warlock can know their query was answered by infernal or Eldritch powers, yet ignore the name of their new boss. Then at 3rd level your infernal boss is revealed! Or...plot twist (because you changed your mind) you thought it was a demon, but your éminence grise is a celestial who took pity of your pathetic attempts at summoning Satan.
This is exactly the type of narrative this change opens up and there's literally nothing stopping you from either starting at 3rd level or just declaring what your patron is at level 1 if you want to be an... in the know... type Warlock.
 

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