pukunui
Legend
Look, I get not wanting to change the rules willy nilly in the middle of a campaign. However, I do think you're being too rigid about this one particular guideline. "I can't do this because it would go against the designers' unofficial advice" is a weak argument. It makes it sound like you're looking for justification to tell your player to suck eggs.I don't know I am a pretty experienced DM and so are many of the DMs I play with and those who switched to 2024 are using that guideline.
Based on my experience, I think as a starting point it is solid advice period, certainly any table can play with any variations they want. Just like a table can decide to ban shield or that Fireball should be 6d6 instead of 8d6 or change any of the actual written rules.
You say there is not a problem with mixing and matching for experienced DMs, but we have plenty of people on this board complaining about the backwards compatibility not working well in their games. Also some of the old rules that were replaced just flat won't work with the new 2024 design. If you run a chaotic "rule in the moment" style game I think mixing and matching works better. When I DM though I like to set a baseline on expectations and rules in session 0 and if you are mixing and matching that is a heck of a lot of rules to cover. It is a lot easier, simpler and more elegant to just say 2024 rules trump anything also in 2014 .... then let's make these specific exceptions for this particular campaign.
Here are some examples:
In a game I play in one of the players really liked the old 2014 version of Inflict Wounds. Mostly because he liked to play a Gish Deatg Cleric and use Hold Person and follow it with a 5th level or so Inflict Wounds rolled with advantage for 14d10+25 on a hit. He did not like the new Inflict Wounds and said so in session 0. So we house ruled it, both the old and new version exist but they are separate spells and you prepare one or the other (or use 2 preparation slots and prepare both). It is a lot easier to set a baseline and then make adjustments IME.
In another game based on my first 2024 game, I did not like the way the new Mage Slayer Feat or Indomitable worked, so as DM in session 0 for a 2024 game I started recently I said those two things used 2014 rules. In the first campaign we played them all the way to the end as written in 2024, but when I DMed after that experience I changed it up. This was session 0 so players knew that was the deal.
My advice: have a conversation with the whole group. Tell them all that one player isn't happy because they didn't notice that the new Sentinel feat doesn't work the way the old one did, which has a major impact on their PC concept. If everyone's in favor of letting that player swap out the 2024 Sentinel feat for the 2014 version, then you're all good. You've got explicit permission from your group to amend the rules mid-campaign. If they're not keen on it, or if they give you indication that they want you to make exceptions for them as well - then you can either tell your player to suck it up or give everyone this one opportunity to rejig something mid-campaign. (Like how AL campaigns generally allow one mid-campaign character respec before level 5.)
The point is - if you're worried about changing stuff post-session 0, all you have to do is get your group's buy-in. It really is that simple!
Now, if you are looking for justification to tell your player no, just remind them that they agreed to go with "2024 rules unless there's no 2024 equivalent" during session 0. You can then add that you'll make sure to bring it up during the next campaign's session 0.
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