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.

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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Alzrius

The EN World kitten
Believe it or not 0.1% of the entire population is not any sort of statistical threshold.
Hence why your lived experiences aren't representative of anything besides you.
If we assume the playerbase to be uniform I'm waaaay past a 99% threshold for it being just luck.
No, I don't think you are. I don't think you've reached any sort of threshold that warrants you saying that your experiences are representative of anyone except yourself.
Which means that either the local environment is very different (which is possible) or that skill matters (again possible).
Or that you've just been lucky insofar as having met a very, very small number of total players (which is probable), most of whom happen to be good.
This doesn't follow. I'm good and know I'm good. I'm just not some sort of paragon, just someone still learning.
This smacks of denial. Remember, by your own accounting:
  1. Your experience is representative of the player base.
  2. Bad players are the result of bad DMs.
  3. You've had experiences with bad players where you were the DM.
So by your own logic, you've created at least a few bad players. So I'm not sure your evaluation of yourself is objective.
This doesn't follow either.

It's not about me - but I do have fairly wide ranging experience.
When you say "it's not about me, but..." that last part sounds a lot like an invalidation of the first. "It's not about me, except it is" isn't a counterpoint.
Spoing! My irony meter just exploded after your last comment. You're explicitly saying that your experience is irrelevant to anyone else.
Because it is irrelevant to everyone else. That's not irony, it's a simple acknowledgment that I don't speak for anyone who isn't me. Why you think that's some sort of "gotcha" moment is beyond me.
The only conclusion therefore is that what you point out is nothing to do with anyone else.
You seem to be under the idea that we're in some sort of duel to make claims that our experiences are objective truths about the state of the hobby. That's certainly not what I'm doing, and I certainly don't think that you have any sort of standing to say that you can.
And I am answering that. Fix it at source - with the DMing problems that lead to it. And then I am suggesting how.
The problem is that this isn't the source. Rather, you're positing that it is, and you now have multiple people telling you that's not the case. Maybe accept that and move on?
You simply don't like this answer.
I have a tendency to not like inaccurate answers in general.
And this is a strawman. I have never said there are no bad players. I have simply said that complaints about this specific problem flows from the DM.
And you're wrong about that, at least insofar as you've categorized that as being a universal truth based entirely on your experiences, which you think represent the norm. Needless to say, there are a lot of problems with your premises, there.
I have never seen a non-DM make this complaint about their fellow players; it is a problem that 100% exists on the Player/DM interaction axis and that means that there are always two people involved of which one is always the DM.
Just because you don't see it doesn't mean it isn't real. Even leaving aside the fact that "tyranny of fun" players can and do exist without having been made that way by DMs, we need to get past this idea of yours that something isn't the case because you haven't experienced it.
What? That you're commenting on irony?
That you were commenting on the irony, actually. Which makes this newest comment of yours irony squared.
What's under discussion is an interaciton problem. It's simply that you are sticking your fingers in your ears and screaming how it must be the other guy, not even considering that it takes two people to have a problem.
What's under discussion is an interaction problem on the part of the player. The issue is that you're simply throwing a hissy fit about how it can't be the player, it must be the DM.
You literally quoted me pointing out that bad and toxic are not the same thing in the exact same post you are replying to. You can't even claim you didn't read that sentence in my reply. You are just lashing out here.
You have to appreciate that the person using bold text is trying to lecture someone else about etiquette, here. I mean, leaving aside that the definition-pedantry isn't really an issue, and that this is you trying to deflect from the main discussion again, I think you need to take a step back and look at who's really lashing out.
Which means that no further conversation can be productive.
I mean, you came into this discussion trying to shut down any talk of "tyranny of fun" players by saying that such things weren't players at all. So when you implicitly disrupt the conversation, it's kind of impolite to then claim that no further discussion can take place.
This is just you attempting to deflect. "Tyrrany of fun" players are a problem with the player/DM interaction. I've pointed out where I believe it lies - with DMing practice. This is entirely in line with the conversation. And believe it or not fixing DMing practice is something you have much more control over than the player side of the interaction.
This is you trying to derail the conversation again. "Tyranny of fun" players are problems that can and do exist independent of DMs. However, you refuse to countenance this possibility, saying that any attempt at a solution is a "DM power grab" despite DMs not even being central to the discussion. Maybe make some room for people who don't agree with your premise, and let theirs continue to be discussed without derailing it?
Deflection is right - but it's not mine.
Unfortunately, it is. I'm not the one who replied to a two-week old post just to tell someone else that their premise was entirely wrong.
The very next sentence you quoted after this one was "I haven't said that. Especially as bad and toxic aren't the same thing. But part of the DM's job is helping players grow."
Which is you bolding the wrong part, since the operative part of that sentence was you assigning some sort of moral responsibility on the DM to shape the players. Call it bad, call it toxic, either way it's not a good thing to put on a DM.
You know perfectly well that I don't think that there are no bad players and I have mentioned that I have had to remove toxic players.
Which is notable, as you're of the opinion that you think bad players are created by DMs.
You are just throwing as much chaff as you can here to avoid the question as to where the actual problem lies.
Except for all the times I've flat-out said that the problem is with the players in question. To which you've denied player agency, placing it all on DMs who "helped them grow" wrong.
I'm imbuing DMs with responsibility. And it's not a separate discussion; it's part of the same one.
No, I think that it's possible to discuss problem players without starting from a premise that they only exist because DMs made them bad. Even when they're "tyranny of fun" players.
But it's clear that you are trying to shout me down
I'm not the one using the bold text.
and are either not reading what I am writing or you are intentionally strawmanning it. There is no point in continuing this further.
Pointing out that you do not represent the larger community, that the DMs are not supposed to "help players grow," and that problem players exist and can be discussed without presuming that DMs made them that way are not strawmanning. Rather, it's denying all of these deflections that you've made because you don't believe the problem is real, despite multiple people saying it is. Maybe, you know, listen and believe people when they describe a problem, instead of telling them they have it all wrong?
Catch you later.
 

PHATsakk43

Last Authlim of the True Lord of Tyranny
I don't believe in rules designed to prevent toxic behaviour, be that on part the GM or the player. It will never work, and the process of attempting that might make the rules more unwieldy to people playing in good faith. Also most cases of "toxic" are not actually that, it is just people having different preferences, and then it is for the best to people just to part ways to find groups that share their tastes.
This kind of codified crap—for lack of a better term—was part of the worst parts of all the TSR era stuff.

We don’t need rules to “keep the players in their places” any DM should be able to kill his or her PCs without much effort. It’s threading the needle between no challenge and outright slaughter that’s the hard part.

Even if you end up with an unwieldy party or something, what differentiates that from “bad DM” and “good DM” is if the solution involves a DMPC or a “rocks fall; everyone dies” scenario or the DM course corrects and addresses it within the expected reality that was created by the table.
 



Nope. Absolutely false. Bad people will twist rules to their own advantage, but they were already bad, the rules didn’t make them that way. And there is no such thing as a rule that cannot be twisted.
Absolutely missing the point. A rule which tells someone to do bad things to people will be followed by most neutral people because that's what the rules and authority are saying. See for example the Milgeam Experiment or the original Stanford Prison Experiment.

Bad rules and bad authority will both twist ordinary people into doing and justifying bad things. Most people aren't pure good or pure bad.
 

Absolutely missing the point. A rule which tells someone to do bad things to people will be followed by most neutral people because that's what the rules and authority are saying. See for example the Milgeam Experiment or the original Stanford Prison Experiment.

Bad rules and bad authority will both twist ordinary people into doing and justifying bad things. Most people aren't pure good or pure bad.
There is no such thing as “neutral”, its just bad with better PR.

The experiment would have yielded the same results irrespective of what the rules were.
 
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There is no such thing as “neutral”, its just bad with better PR.

The experiment would have yielded the same results irrespective of what the rules were.
No the Milgram Experiment wouldn't have yielded the same results; people don't normally tie kids up to electroshock machines. Neither would the Stanford Prison Experiment; when they reran the experiment with more actual restrictions and oversight on the guards it had a different result. You are simply, demonstrably, wrong.

And no, neutral isn't just bad with better PR.
 

And no, neutral isn't just bad with better PR.
If you aren’t part of the solution you are part of the problem.

people don't normally tie kids up to electroshock machines.
And if you had rules that said “you are only allowed to give shocks under these rules” people would have bent the rules to give the shocks.

Great lawmakers have tried to come up with a perfect set of rules that cannot be twisted for thousands of years, and have not been able to solve it. A bunch of game developers aren’t going to do better.
 
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