D&D General D&D Player's Handbook 2024: The Official Advance Review

Make no mistake, this is a new edition.

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After three years of prognosticating, hand wringing and trash talking, the next version of the Dungeons & Dragons Player’s Handbook is here.

The ruleset formerly known as #OneD&D has arrived as 2024 Player’s Handbook and although it’s set for a general release on September 17th, the displacer beast is out of the bag. Copies have turned up in the hands of influencers, actual play stars and 3,000 lucky attendees of Gen Con 2024. I ended up taking a copy home with me from Indianapolis as well. This review contains my impressions of reading it over the past few days.

I have not played it yet and have only seen it be played as part of the big D&D live show that also acted as a coming out party for D&D’s VTT program 'Sigil'. I strive to get the games I review to the table at least once but time is of the essence here. I wanted to get these impressions down in writing sooner rather than later as more and more people rush to get their first impressions out weeks before the actual release of the book. Is this new version of D&D worth the upgrade? Let’s playread to find out.

Make no mistake, this is a new edition. There are changes large and small to the game even as it sticks to the general form and function of Fifth Edition. Veterans of the Edition Wars will understand it when I say the shift is closer to the one between Third Edition and 3.5 or Fourth Edition and the Essentials books than the big shift between Fourth and Fifth Edition. Much of the underlying structure is the same. But small changes are everywhere and can sometimes have larger implications than it first seems.

The thing I love most about the 2024 Handbook is the organizational clarity. The 2014 Handbook often felt like a stream of consciousness rules compilation trying to get everything out before the reader got distracted or fell asleep. It wasn’t helped by an index that often bounced information seekers around to two or three entries before giving up the proper page number. It’s a nightmare to look up rules in that book and one that this edition wakes up from. The book starts with how to play the game, how to run combat and then leads into how to make characters. It then ends with an index and a glossary that defines terms right there rather than bouncing the reader back inside the text.

Rules layout is more art than science but the choices made here worked for me. Having the most important reference points at the front and the back of the books is immensely helpful in keeping downtime to a minimum. This is a book aimed at new players rather than trying to lure back the faithful and it shows in this restructuring of the text. This shows the fundamental shift between the two books. The first one was written to appeal to existing customers. This one is aimed at the huge audience coming into the game over the past few years.

There are a few places where I wanted more attention to detail. The sidebar discussing the new changes is heartbreakingly brief and unhelpful. It took me far too long to figure out just how often characters get new feats. The spell lists for each class have been expanded with more details but not with page numbers for each spell. I know that talking about layout choices and page number references is probably not the sexy hot take most readers are looking for at the top of the review but it’s important to establish how I feel about this book. Overall, I think the changes are positive but it is not a flawless book.

Each of the 12 classes gets a luxurious spread of a few pages complete with full page art kicking off each section. Each of the four subclasses also gets a half page art piece along with a focus on trying to give an elevator pitch on why playing that character is fun or cool. The art is colorful, vibrant and inclusive, which will no doubt fuel some angry screeds from certain places on the Internet upset that D&D has moved on from hardscrabble black and white scoundrels to high fantasy heroes.

I think the Class section is the best part of the book. The Class section starts off with a short chart listing the complexities of each one which I found very useful when 13th Age did it, too. These sorts of discussions during session zero cut down on players being dissatisfied with their characters if they know going in just how involved they'll be in using game mechanics. Between the complexity chart, the illustrations and the high level summaries it seems easier than ever to sit down with a player, let them flip through this chapter, point at a picture or subclass name and set to work building a character. I would have liked to see further discussion of this in each Class section as playing a Fighter Champion is less complex than playing a Fighter Battle Master.

All the classes have had something changed about them with each of the four available subclasses being a mixture of the ones in the 2014 Handbook, ones from other books like Xanathar’s Guide To Everything or Tasha’s Cauldron Of Everything, and a sprinkle of new ones across the Barbarian, Bard and Druid. Classes have generally changed to allow them to get to the cool stuff faster or get additional stuff at higher levels. They’ve also gone through a terminology purge to remove words like ‘totem’ and ‘ki’ to remove lingering real world exoticism.

The College of Dance gives Bards an option that feels more Rogue like. It makes them extremely mobile strikers with a touch of support actions that help everyone get out on the floor and kill the dinosaur. Path of the World Tree allows Barbarians some battlefield control while also being able to blip round the battlefield to apply their rage directly to the face of their most deserving opponent. Druids get an aquatic attack aura with Circle of the Sea that feels like the designers watched a lot of Aquaman recently. There are also enough psionic subclasses that make the initial jump to make me wonder if those fans still clamoring for a Dark Sun book in this era might yet see their wish granted.

A class by class comparison of everything is a bit beyond the scope of this review but I at least wanted to touch upon the two classes that the designers have been most excited to change. The Monk now has abilities that key off of Focus Points as well as rolling their Martial Arts die. Anything that doesn’t have tangible mechanical effects, such as the high level ability to become immortal, is out. The two classes in the 2014 Handbook are included with different levels of change. Open Hand remains the simple monk that wants to punch things but a few of its abilities have been beefed up. The element Monk has been replaced as a spellcaster that punches things into something more akin to a bender from the Avatar animated series. Rather than complicate things by giving the character a tight spell list most of their abilities allow the player to add a keyword or damage type to their attack and be done. The hurt or heal monk and the ninja smoke bomb antics of the Shadow Monk round out these choices. These all feel like solid archetypes for anyone coming into the game wanting to play a martial arts fighter.

On the Ranger side, they’ve always been problem children in this edition because their niche rubs against so many other classes. They’re a little bit Fighter, a little bit Rogue, a little bit Druid, a little bit country and a little bit rock and roll. The 2014 Handbook tried to set them up as masters over specific domains and creature types but all it did was make them very cool when those things showed up and very generic when they didn’t. This ranger abandons that expertise for focusing on hunter’s mark which gives them an extra Force die of damage against the target. If the target dies, the mark can be shifted to another one for free. I’m not sure why they kept this a spell rather than a class feature, though I assume it’s out of a sense of backwards compatibility and how it interacts with some monsters in the upcoming 2024 Monster Manual. This puts the new Ranger in the role of a character that hits one opponent hard, similar to the role of the Rogue, but can be built for ranged combat to be more of a back row sniper rather than a backstabber. The Fey Wanderer leans into the spellcasting aspects of the class while the Gloom Stalker brings more of a stealthy Rogue edge to it. The new Beast Master gives the Ranger a pet that can help gang up on a marked creature while the Hunter continues the original intent of the Ranger as monster expert but makes their abilities more situational. They can choose their bonuses during short and long rests to decide if they are good against boss characters or better at crowd control depending on what they think they will be up against.

Situational bonuses also come to martial characters through the weapon mastery system. Upon first read I thought these were a little redundant because they felt like the weapon qualities the 2014 Handbook already had. But I realize now they are Feats that can be used in specific combat contexts. Characters can Cleave if they have mastery in weapons like the great axe or halberd or still do damage on a miss if they use a greatsword and Graze. These are small bonuses that tick off a couple of hit points or grant advantage on a followup attack, but I’m a fan of anything that speeds up combat and gives players options in battle beyond attempting to hit someone over and over.

This edition is where the designers fully embrace Feats even if they do so a bit awkwardly. All characters now get them at 4th, 8th, 12th and 16th level with a few Classes getting more specific ones like Fighting Styles on a more regular basis. Characters also get one as part of their Background, which offers a specific Feat rather than the vaguely worded Background feature from the 2014 Handbook that was some variation on “you were this thing once, so you know other people who are this thing and can ask them for help.”

While I like having a solid mechanical definition of Backgrounds and Feats, I also feel like there were some slip ups in the execution. The first is that they are called Feats everywhere in the book, including an entire chapter named “Feats” except for the breakdown of what each level gets you in the Class writeups. There, the 4th, 8th, 12th and 16th level benefits are called Ability Score Improvements and it is awkwardly explained in the text that players can choose an ability score improvement or a Feat at that level. The first Feat listed in the chart that kicks off the Feat chapter is the Ability Score Improvement Feat. Why not just have characters choose Feats rather than break out the ability score improvement as its own thing? With a short message explaining that if none of the Feats seem like a good fit, just take the ability score one? This is probably the thing that vexed me the most during the reading because I was confused for a while about how Feats worked in this edition. I can only assume new players could also fall into this trap.

The other aspect of Origin Feats is that they are one to a Background. Every Merchant is Lucky, every Sailor is a Tavern Brawler. There are other choices to be made here, such as which attributes to apply bonuses to, so why not give players a choice between two Feats? I get that they wanted to streamline this process a little but I think two available Origin Feats doubles the available backgrounds in the book. This encourages players to think about why their character makes that choice. Maybe their sailor spends their time whittling leviathan bone as a Crafter instead of getting into tavern brawls.

Species are now a gathering of unique traits with bonuses and Origin feats solely part of Backgrounds. This is the one of the heaviest changes to the game, bucking 50 years of tradition of Oops All Hearty Dwarves and Strong Orcs. I like that shift better than the floating trait bonuses in later species descriptions which made species choice feel a little muted. The art for these pages depicts the various peoples at home without wreaths of power or gritted faces locked in combat. The book focuses a lot on the combat and epic feel but players need to see that D&D also has room for silly little stories about cooking dinner and hanging out with family.

There was some discussion in early meetings that players would be able to create their own backgrounds and species origins. While it seems like you can pull the existing ones apart and build new ones modeled after them easily, this continues a troubling trend where Wizards promises something will be in a book and then it disappears between press briefing and the printing. I hope that deeper guidelines for this appear in 2024 Dungeon Masters Guide to allow Dungeon Masters not just homebrew but bring over their favorite species from earlier books relatively painlessly.

If it seems like I’m nitpicking, it’s because I am. 2024 Players Handbook has really pushed itself as a revised and expanded version of the Fifth Edition rules rather than a new edition. For the most part it is done well, and I would probably pick up a copy even if I didn’t get one as a member of the press. But small rules changes stack up to big ones even before we get into big things like Monks and Rangers. It also makes the misses stand out more because these will inevitably be questions the target audience will be asking in places like EN World.

If you are happy with your Fifth Edition game and don’t care about revisions and rebalancing because CR is mostly vibes anyway, you probably don’t need this book. If you’re planning on cobbling together a blended set of rules based on what you’ve seen in the press, you probably don’t need this book. If you plan on playing at game stores or conventions, you probably do need this book. If you want to run D&D for people that have never played, you probably need this book. If you are an unhappy Ranger or Monk player, you probably need this book.

I hope it does amazing from a sales standpoint simply to keep Wizards of the Coast from deciding that they should go completely digital sooner rather than later. I appreciate the fact that D&D has never been more friendly to new players. I hope this 2024 Player’s Handbook cements a transition from a book built as a placeholder to one that’s an open door. Come on in, new players. We have pizza, dice and memes.

Bottom Line: 2024 Players Handbook walks the high wire act to a new edition with impressive organization and editing changes even as it wobbles in a few places before it completes the journey.
 

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Rob Wieland

Rob Wieland


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Even in broader publishing, a new edition is when 10% of the content has been changed. In this book? 100% of the content is changed. It's been completely rewritten. It is a new edition.

"D&D 2024" (or whatever they're even calling it, I don't even know what they're calling it) is a new edition, whatever WotC's marketing team tells you.
It's somewhere within the 10-100% range (helpful, I know!) There are several ability and spell descriptions that remain unchanged from the 14 Handbook.

Though I will never understand why they didn't call this the 50th Anniversary edition. Much less awkward and works with the chapter opener art that feature signature characters from several D&D worlds.
 

Morrus

Well, that was fun
Staff member
I'm happy to say this is a new edition. I don't know why people might get upset by that, and I'll leave that introspection to them, but it's a new edition. That's my opinion. But it doesn't matter. Call it what you want, we're not WotC's marketing department! :)
 


Zaukrie

New Publisher
That's sad. I'm not going to be adopting these rules, but I was hoping the MM might give me some inspiration on how to increase the power of the monsters in the 2014 MM.

The reason that would be good is that they started giving monsters higher CR in later books. I don't just mean printing monsters that should be higher CR--I mean making monsters that would have been lower CR if they had come out in the MM instead be higher CR.

For example, the Mezzoloth in the MM is CR 5, and the Dhergoloth in the Mordenkainen's (take your pick) is CR 7--despite the fact that the Mezzoloth is supposed to be stronger and higher in the hierarchy than the Dhergoloth.

Or for a through the roof extreme example, the Korred in VGtM is CR 7. And these things live in tribes on the Material Plane! If they made a MM Korred it would have been somewhere between CR 1-3 depending on how they wanted to interpret it.

So the artificial inflation of CR in later books has left many of the creatures in the MM too relatively weak compared to other D&D monsters. To balance right, ogres should probably be pumped to CR 4, Trolls to at least 6, etc.

I don't really care which system is used, the original MM one where half the creatures are CR 1/2 or less, or the later books where they just made stuff stronger, but I would really like consistency between the books. Without it, most the most iconic D&D monsters (ie, the ones that made it into the MM) are relatively weaker than the less well-known monsters that came out in later books, and that's just a janky publishing result that messes with lore in a way that bothers me.
The CR is the same, the power of an individual monster will change to match the CR better.
 

Well, first, it does have a sidebar allowing that if a Background from a prior 5E book is used
Thanks for clarifying

Does that mean 2014 backgrounds are more powerful? You get free pick on Feat and Stats plus the nebulous other background feature?

Specifically (asuuming im a power gamer) why should I chose 2024 Sailor Background vs 2014 Sailor Background.?
 

Koloth

Explorer
Are the characters from the original V5 Players Handbook interchangeable with the ones created using PHB 2024 for things like organized play? If not, then new edition. May only be a .1 increment but new edition.

I find this "Not a new Edition" new edition trend more as a money grab then anything. Mongoose is doing the same trick with Traveller. Put today's year on the cover, make a few internal changes and ship it. Rinse and repeat every couple of years. The tell will be how soon we get a PHB 202X where X > 4.
 

Clint_L

Legend
Incorrect. That is not how words work. The term 'edition' is not owned by Hasbro. Companies are free to market their product how they like, but the consumers get to judge what it is.

Yes, WotC has made a concerted effort to portray this as 'not a new edition', because the word is toxic to long-tail sales of older products. But it is a new edition. It's literally the dictionary definition of a new edition.

Even in broader publishing, a new edition is when 10% of the content has been changed. In this book? 100% of the content is changed. It's been completely rewritten. It is a new edition.

"D&D 2024" (or whatever they're even calling it, I don't even know what they're calling it) is a new edition, whatever WotC's marketing team tells you.
There is no firm definition of edition, so publishers can call anything they want an edition. And your definition from "broader publishing" is incorrect, as well. There are tons of books that are marketed as a new edition with less than 10% changes. There's just no hard and fast rules, and edition is primarily a marketing term.

In the context of a new D&D edition, this is not like those. I've been running adventures using the new rules fora year or so now, and there are no huge swerves. All your old stuff still works. And, crucially, you can play through an adventure printed in 2014 and it still works fine. That was not the case with, say, 3e/3.5e to 4e.

You can call it or think of it however you want. But only WotC gets to decide if this will be labeled as a new edition. Which they have declined to do.
 

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