D&D (2024) DMs what do you think of the new PHB?

DarkCrisis

Takhisis' (& Soth's) favorite
Reading reviews and it's a lot of gushing over how many new options and powers the PCs have. Which is grand from a player perspective.

What do my fellow Forever DMs think?
 

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DinoInDisguise

A russian spy disguised as a t-rex.
I'm not a forever DM, I do get to play quite a bit. But I do DM the vast majority of the time, and do so for randoms off the internet quite often.

I think the new PHB adds a lot of unneeded stuff, and is kind of a wash. They cleaned up a lot of rules, such as exhaustion, but they also added a bunch of "crunch" to the system. Whether this is a net positive will be up to each group.

But in my opinion 5e didn't need more crunch or more rules. It needed it's janky edges cleaned up. So I don't know that any meaningful improvement happened. And so I think the choice between 2014 and 2024 will just be about which jankiness you prefer instead of a clear upgrade.

But that's just my opinion, obviously.
 

Oofta

Legend
For the most part I like it, the glossary is a nice way to organize a bunch of stuff which makes it easier to find certain rules. But it also seemed to move a fair amount to the DMG which isn't a bad thing, it just feels like the game has certain holes at the moment. Haven't played enough yet though to really have a firm opinion because reading through the book and actually needing it to run a game are different things.
 



Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ
From what I've seen, I like a lot of it—5.24e giveth and 5.24e taketh away. But I won't have the physical book until the 18th, so I haven't done a deep dive. I will be running it sometime in the near future, so we'll see how that goes.
 

pukunui

Legend
I think the new PHB will be a fantastic resource for teaching new players how to play the game.

I also think the rules glossary will make it much easier to look up rules during play.

The player options are, for the most part, improvements on the previous designs.

Somehow they managed to make the ranger both better and worse at the same time.

There are a few newly messy bits that really didn’t need to be fiddled with (like stealth), and with some stuff having been moved to the DMG, the revision feels incomplete.
 

mellored

Legend
Haven't got a chance to run the new book, but I did run the playtest.

Martials being able do more than just damage is much more fun IMO. Yea, it's a bit more to keep track of than just their HP, but no more so then when everyone plays a caster because martial are too boring. I can add cliffs and towers and other castle walls, and more players can interact with them.

Champion + Graze, or Berserker is still there for anyone who wants to just deal damage. But it's not the default anymore.

And the balance is much better. Even without the Monster Manual, I had an easier time with encounter building.
 

overgeeked

B/X Known World
There’s some interesting stuff. I haven’t done much more than a skim of a few sections.

They broke things that worked and fixed things that were broken. Not sure if it’s a wash or lopsided either way. I haven’t dug in enough to know.

The repetition really bugs me. Certain things are explained several times, in multiple places in the text then again in the glossary. Seems like a waste of space.

Though I like the glossary, I’d hoped it would be more trimmed down rules speak rather than mostly space-wasting natural language.

Glad they brought back bloodied.

The feylock looks fun with all the bamfing.

But, in all, it looks like an across the board boost in power. Which will make things that much harder for referees who want to challenge the PCs.
 

Charlaquin

Goblin Queen (She/Her/Hers)
I think the new PHB does a much, much better job at introducing the reader to the game and walking through building a character, without overloading them with information or sending them bouncing around to different parts of the book to understand what their own features actually do (spells notwithstanding, but I’ll give the writers some leeway, as that’s probably difficult to do in physical format). There is a ton of art, which I think helps contribute to the formulation of a clear mental image both of play itself, and of the player’s character as they’re building it. It’s the first PHB I’ve read where I’ve felt like a player who has never played D&D before could read it, by themselves, and walk away with a clear understanding of what gameplay looks like, and a first level character they made for themselves.

For all this utility for new players, there is room for improvement. While the digital version is nicely hyperlinked, the physical version is sorely lacking in equivalent page references, which makes the rules glossary less practically useful than it could be (though don’t get me wrong, it is still decently useful as-is!) I also think someone coming to the game for the first time looking to DM would not be sufficiently prepared to run a game from reading this book like a player would. Thats probably fine, as it is a player’s handbook, not a DM’s handbook. But with the staggered release of the core rulebooks, it does make the present moment a less-than-ideal time for a brand new group to start. Fortunately that is a temporary problem, and I think long-term, this is likely to make for a better new group experience than the 2014 core books created.

As for the rules changes, I think the new versions of the classes are going to make players feel more powerful across the board, with martials getting a bigger boost than casters. Increased healing from most of the heal spells will make in-combat healing much more viable, and characters will be much more survivable. YMMV on if those are positive or negative changes, personally I’m in favor, as in my experience the game is generally more fun when the players are excited about the cool stuff their characters can do.

Changes I am less jazzed about include…

• The Ranger, which is in my opinion the least-improved class by far, and arguably took a step backwards, at least in terms of making you go “I can’t wait to try playing one of those!”
• The rules for stealth/hiding, which I won’t get into here, but suffice to say I think DMs who want intuitive results out of stealth will need to rule more restrictively than the rules as written seem to indicate.
• The Influence action presents a highly systematic approach to social interaction, which I think is at odds with the more organic, conversational approach to the social pillar presented in the how to play section. As a big fan of that conversational approach myself, I dislike the Influence action, and think that having both presented within the same book is a recipe for misaligned expectations among players and DMs.
• While I do like the new versions of the Conjure spells, they really don’t feel like conjuring the respective creatures to me, and I generally think spells should actually do what they sound like they would do.
• I really don’t like that the rules for custom backgrounds have been removed. Without them, ability score increases from backgrounds recreates most of the same problems of ability score increases from species. It is an improvement in my opinion, but a small one, whereas keeping custom backgrounds as a standard option would be a small change for a huge improvement.
• This one may be a bit idiosyncratic, but I don’t care for the description of Orcs in the species section. There’s this weird part where it talks about some orcs striving to be worthy of Gruumsh’s favor while others try to move on from it, and… I just don’t get it, why is Gruumsh’s opinion of orcs being focused on so heavily here? He’s still evil, right? Right? [Insert Padme Amidala meme here]

Overall I like this new book a lot. If nothing else, I think it’s going to be a huge boon for introducing new players to the game and helping less experienced players create new characters without needing a lot of hand-holding. It’s not perfect, but no edition has been in my opinion, and I do think there is more to like here than not.
 
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