D&D (2024) D&D 2024 Rules Oddities (Kibbles’ Collected Complaints)


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Nijay

Explorer
Under the just obnoxious/nitpicking category, I would put the changes that seem to be for no good reason (ymmv) other than making spells easier to program for Project Sigil. Limiting Command to a fixed list of commands, the changes to Animate Objects (beyond the sensible reduction in quantities), and spells like Fireball no longer going around corners all feel to me like digital considerations being forced onto the rules. To me, this is very unwelcome. I think it's okay for Sigil to have slightly different rules than other ways to play.
 


Daztur

Hero
Under the just obnoxious/nitpicking category, I would put the changes that seem to be for no good reason (ymmv) other than making spells easier to program for Project Sigil. Limiting Command to a fixed list of commands, the changes to Animate Objects (beyond the sensible reduction in quantities), and spells like Fireball no longer going around corners all feel to me like digital considerations being forced onto the rules. To me, this is very unwelcome. I think it's okay for Sigil to have slightly different rules than other ways to play.

This isn't in the obnoxious/nitpicking category for me. To quote my son when telling his friend why he likes D&D so much: "in D&D you can do stuff that you can't do in a computer game, you can do whatever you want." By clipping D&D's wings down to what a computer can understand, 5e is directly going after the single most important thing about D&D for a lot of players.
 


Sulicius

Adventurer
Under the just obnoxious/nitpicking category, I would put the changes that seem to be for no good reason (ymmv) other than making spells easier to program for Project Sigil. Limiting Command to a fixed list of commands, the changes to Animate Objects (beyond the sensible reduction in quantities), and spells like Fireball no longer going around corners all feel to me like digital considerations being forced onto the rules. To me, this is very unwelcome. I think it's okay for Sigil to have slightly different rules than other ways to play.
Really? I vastly prefer similar spells to have similar mechanics. That is just good game design.
 


A lot of the wanted fixes and dropped test ideas and much more were sacrificed on the altar of backwards compatibility. Once everything was viewed through the Lense of backwards compatibility the designer's hands were tied and what we would get was walled off into a narrow field.
Could you give examples of fixes/test things that wouldn't be backwards compatible? As the numbers are the same, the core mechanics are the same, even big stuff like Arcane/Divine/Primal spell list split could get handled with a footnote saying 'if old stuff refers to Wizard spell lists, just use arcane'... Any published adventures work just fine with the new stuff (unless an enemy is said to cast Feeblemind, I guess).

Basically, the system is not changing, and any character options aren't going to change anything. Especially when you aren't mix-and-matching with complete freedom anyway, you're basically playing a 2024 or a 2014 character (who happen to share custody of poor Tasha in the middle).

What I'm saying is, any limits set on the design are set by WotC themselves, and most of that is through a rushed/mishandled development -> release cycle. Nothing is forcing their hand on design, as we're talking about small details (many of which are just bolt-ons, like weapon masteries, or once again redefining how Stealth works), not completely replacing the system (like if we didn't have hitpoints any more, but instead used Mutants & Masterminds's damage saves).
 
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