D&D 5E (2024) How 2024 design interacts with class features and resources (poorly)

To be fair Slow is the actual worst; 90% of what you'd do with it can also be done by Push and Push with the right setup can be the absolute best weapon mastery, from giving people flying or swimming lessons to sending them into Hunger of Hadar, through the Spiked Growth or to where the fireball will be.

But then slow is only on otherwise best in class ranged weapons (musket, longbow, light crossbow, javelin) and plausibly deniable weapons (club, whip, sling)
 

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Hey now, healing is fun. What makes it fun is how angry you get at your teammates for making you have to constantly heal them for making poor choices in life. Like when your rogue, who has a whopping 12 AC, decides that he wants to ambush a couple of blackguards. Thamior the cat was not very amused.
well, if that was the plan then OK, sometimes someone needs to take that risk.

If it's rogues solo harebrain idea, you can heal the 1st time, everyone needs to learn the game, after that you simply watch and make sure that the rogue player gets best reward possible in D&D; making a new character.
 

Really if you get down to it the biggest issue with the 2024 rules are the weapon masteries. They slowed down the combat part of the game a lot. The next biggest issue is Inspiration and the numerous ways to reroll d20 checks, this similarly slows down the game.
I like masteries as a general idea, but very sloppy implementation.
they work better as battlemaster maneuvers, learn a number of your masteries, apply 1 mastery per attack, no matter the weapon.

as for re-rolls, I cannot agree more, I hate them.
Removed all of them. all work similar to shield. they add or subtract 5 from your d20 roll, depending on the feature.

no issue with advantage if it's done beforehand, not after.
 

The 2024 Rules contain a lot of good ideas that could have been used to tweak 5E, but... yeah, the implementation and overall package leaves a lot to be desired.

For a while, my home group has been talking about trying one of the 5E variants and just incorporating the things we like into our baseline 5.0 experience.
 

This is the single best thing, because it increased the floor of martials. They can now do decisions if you want and you are closer to casters without needing to really optimize/multiclass.

They are closer to casters in power if you optimize, but they take a lot longer than casters in play, especially at higher levels where you are getting all kinds of crap to add to every attack.
 

Let's take Second Wind and Tactical Shift, as a good example. Do you need healing but don't want to or can't move? Then you're wasting Tactical Shift. Need the extra movement but at full HP? Then you're wasting the healing from Second Wind.

I don't find the healing from 2nd Wind to be very useful. Basically I look at it a different way - Second Wind gives you the c to succeed on a failed kill check (and does not get used up if you still fail) and it gives you extra movement in combat with a bonus action. Any healing you get with the second use is a nice add on.

After I get Tactical Mind, I am never going to use 2nd Wind to actually heal myself unless I am about to take a short rest, am damaged and I am going to get it back.
 

But then slow is only on otherwise best in class ranged weapons (musket, longbow, light crossbow, javelin) and plausibly deniable weapons (club, whip, sling)

You need to reconsider a club. Used with Shillelagh it has awesome damage for a light weapon, while allowing a follow up bonus action or nick attack as well. It is pretty easy to get too, as it is available at level 1 or 2 on three classes (Warlock, Ranger, Druid), at least two subclasses at level 3 (Nature Cleric, Moon Bard) and as an origin feat.
 
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You need to reconsider a club. Used with Shillelagh it has awesome damage for a light weapon, while allowing a follow up bonus action or nick attack as well. It is pretty easy to get too, as it is available at level 1 or 2 on three classes (Warlock, Ranger, Druid), at least two subclasses at level 3 (Nature Cleric, Moon Bard) and as an origin feat.

Hard to use with a RAW DM
 


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