D&D 5E (2024) New Campaign: Should I make the switch to 5.5?

Should I switch my new campaign to 5.5?


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Stalker0

Legend
So the time has come. Just wrapped up my last campaign in epic fashion, and already the clamors for the next are ringing in my ears.

But several in my group asked the question, should we move to 5.5 for the next game?


I am already using the 5.5 monster manual for some encounter, but I have been loathe to reteach my group (who is not the most rules savvy) all the little updates about 5.5. So for those of you who have gone through the transition, is the juice worth the squeeze? And if so, where there any online resources that you found great to help with the transition?
 

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The only way you'll know if the juice is worth the squeeze for you and your group is to give it a go. There are some definite improvements and some things that, I think, aren't. I'd recommend a shorter series going up a few levels (making sure to incorporate the subclasses) as a trial.
 


We even transitioned our ongoing campaign to it. It was not too big of a change, and if you have martial character it just feels a bit less unfair for them to playing together with casters. (Only exception rogue with support is now feeling worse).


biggest thing you should do, even if not switching, is take its advice to start on level 3 (and not level 1), level 1 and 2 always were intended as just tutorial levels and for players mostly just feel bad.
 

If you like homebrew, I'd advise against it. I've found some of the best third party creators seem to hate 5.5e and mostly make content for 5e with loose conversion guidelines, if there's any. I switched myself and it was kind of a mistake, as I use a lot of third party content that I've had to rebalance to make it work. I should've just switched back, but sunk cost fallacy got me.

I've found that in 5.5 player characters overall have stronger options than before, and they also have more control over their builds with stuff like origin feats, weapon masteries, all level 4+ feats giving you a +1 to a stat, boons they can select themselves, and some spells that are straight up busted (Giant Insect bypassing legendary resistance, cheese grater emanations. These are easily fixed by putting a few minutes of thought into it, though).

Imo, it's a lot more of a power fantasy than regular 5e. Though some monsters are stronger as well, with a lot of them not requiring a save for their rider effects (the example that comes to my mind is wolves knocking you prone without a save), I personally don't like that sort of arms race between player character and monster strength.

I'd say give it a try if players having more options is enticing to you. If your group doesn't like it for whatever reason, ask them if they'd like to switch back.
 


I haven't switched, I've simply started allowing 2024 options in my already existing 5e games, on top of all the other options allowed via 3pp.

Why should I care if your character with a 2024 class uses a 2014 feat with a 3pp spell? It's your character.
 

So the time has come. Just wrapped up my last campaign in epic fashion, and already the clamors for the next are ringing in my ears.

But several in my group asked the question, should we move to 5.5 for the next game?


I am already using the 5.5 monster manual for some encounter, but I have been loathe to reteach my group (who is not the most rules savvy) all the little updates about 5.5. So for those of you who have gone through the transition, is the juice worth the squeeze? And if so, where there any online resources that you found great to help with the transition?

Do you want the game to be easier?
Do you want your players to easily respec their characters on a night's rest?
Do you want Druids to wear any armor they want without exploding?
Do you finally want Guidance fixed?

If any of those answers is yes, then you should definitely make the switch!

Except that I am kidding on the last one, Guidance is still broken.
 

MM and DMG are a lot better imho.

Personally I like the PHB as well BUT.

1. Players are a lot more powerful.

2. Game is more complex heading towards 3.5/4E levels. (5.0 is around a 5-7 out of ten levels 5.5 starts around 7).

3. Combat takes longer. Some monsters have around double the hp. 30-45 minutes can be standard.

4. Combat can be very swingy espicially with crits. CR 8s with 3 attacks eack dealing 7d6 or 8d6 damage (with +0 wisdom saves). NPC Spellcasters having basic attacks that beat their cantrips or a cantrip can outright replace one of the attacks. CR 17s dealing 40d6 AoE things like that. CR2 2d8+3 psychic danage at range, 4d10+5 force damage 4 attacks CR 12.

5. Counterspell got nerfed. Its kinda of a temporary swing now.

6. Encounter rules are tougher. Either you use a large amount of fodder (double 5.0 roughly) or fewer creatures with buckets of hit points. Contributing to point 3. Fame suggests you don't outnumber PCs more than 2-1.

7. Damage dealing spells outside emanations feel kind of mid. CR3s with 80+ hp means fireball feels underwhelming even if you hit say 5. On paper you might deal lots of damage but yeah.

The meta is spellcasters disable and let the martials sort things out while using an AoE emanation to contribute. Spellcaster damage is to low until higher level and then they have better things to do.
 


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