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

Are skills explained well in the new phb? That is something I would find value in.

I may get dmg for better treasure section. We will see.

So far the exclusions and changes don’t sound too enticing but I want to thumb through a book myself before passing judgment.
 

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Players assuming that anything in the PH is fair game (a long standing issue) is a form of pressure, the social kind. Heck, 5.0 had more verbiage than 5.5 that argued against assuming everything in the PH was freely available, and it was still an issue.
I didn’t say there’s no pressure to allow the players to play a character of any of the available species. I definitely think that an option’s inclusion in the PHB is heavy pressure to allow players to freely choose that option. But the players being able to freely choose an option doesn’t have to mean that option is commonplace within the setting. Just because a PC can be an Aasimar doesn’t mean they should expect to meet other Aasimar in every tavern they visit. Accordingly, I don’t think we can draw any conclusions about the typical clientele of a typical tavern based on the 2024 PHB.
 


In what way?

In what way?
1. Removal of most contested checks and two-part resolution. Grappling, for example, is now a saving throw instead of a contested strength check. Spells that used to have both an attack roll and then a saving throw now only have one (initially). Beast stat blocks used to have an attack that would inflict a condition if the target failed a secondary save, now they just do it. In general, ignoring advantage/disadvantage, one shouldn't have to roll more than one d20 to adjudicate a task with the Revised rules.
2. Rules Glossary, spell lists now included with their class write up ... this PHB is simply easier to use at the table because it's easier to find things. I think this PHB does the best job at actually explaining how to play DnD to a new player, because rules have been put into Chapter One, leading off with examples of play.
 


As a forever DM who never makes characters, and who doesn't have the new book but has read many previews and reviews and watched videos, I think it looks like it will be easier than ever to introduce new players to D&D. The book looks great, the layout is great, the glossary is great, etc. As for actual play, in my personal opinion, D&D breaks by 10th level and PCs become unkillable demigods. 2024 will be no different, and to be safe, I would probably end a campaign by 8th. I am curious about the Monster Manual in 2025, and if they compensated the monsters to match the bump PCs get. Something like "monster feats" you layer onto your baddies would be nice, but I doubt that will happen.
 

As a forever DM who never makes characters, and who doesn't have the new book but has read many previews and reviews and watched videos, I think it looks like it will be easier than ever to introduce new players to D&D. The book looks great, the layout is great, the glossary is great, etc. As for actual play, in my personal opinion, D&D breaks by 10th level and PCs become unkillable demigods. 2024 will be no different, and to be safe, I would probably end a campaign by 8th. I am curious about the Monster Manual in 2025, and if they compensated the monsters to match the bump PCs get. Something like "monster feats" you layer onto your baddies would be nice, but I doubt that will happen.
if the beasts are any guide most, if not all, riders no longer have saves.
The beastie hits a PC they are going to be prone/poison/etc
 

Just finished my 2nd session with 2024 rules (mix of 2014 and 2024 characters) playing QftIS and the biggest thing I've noticed so far is that combats tend to be less swingy and run faster. My sense is this is from pulling back on the nova potential of certain classes (we have a 24 Paladin) while raising the floor of some of the weaker classes (like our 24 Ranger).

Weapon masteries add some fun tactical options to the players. That and the new unarmed strike rules have the martial characters doing more than just damage every turn and the players seem to be having a blast with it.

Finally, I haven't found my cognitive load stressed any more than in 14, as I leave it up to the players to remind me of what their new abilities do when relevant. We also have 2 brand new players, and they seem to have picked up the rules very quickly, again, making my job easier. The sample size is small, but I'm wondering if others who've used 24 with brand new players are seeing the same thing.

Overall, after 2 sessions, I'm giving it a big thumbs up from the DM side.
 

1. Removal of most contested checks and two-part resolution. Grappling, for example, is now a saving throw instead of a contested strength check. Spells that used to have both an attack roll and then a saving throw now only have one (initially). Beast stat blocks used to have an attack that would inflict a condition if the target failed a secondary save, now they just do it.
Cool.
In general, ignoring advantage/disadvantage, one shouldn't have to roll more than one d20 to adjudicate a task with the Revised rules.
That’s too bad. Advantage was the best part of 5E. Are they back to endless fiddly +1s?
2. Rules Glossary, spell lists now included with their class write up ... this PHB is simply easier to use at the table because it's easier to find things. I think this PHB does the best job at actually explaining how to play DnD to a new player, because rules have been put into Chapter One, leading off with examples of play.
I vastly prefer to have the spell lists in the spells chapter. It centralizes things and prevents having to flip to each class for their list. As a referee, it’s easier when info is centralized. But I can see how it’s easier for players who only have to look at one spell list.
 

Weapon masteries add some fun tactical options to the players. That and the new unarmed strike rules have the martial characters doing more than just damage every turn and the players seem to be having a blast with it.
In what way are the new unarmed strike rules causing players to use them more? The grapple and shove options were always there, if tucked away. They seem weaker now that it’s a lower bonus to the attempt.
 

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