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<blockquote data-quote="Amphytrion" data-source="post: 9746374" data-attributes="member: 7046181"><p>I should preface this by saying that I am a DM 99% of the time. As a DM, I'm not a fan of many of the changes in the 2024 edition: I think it's a less thematic, blander game in many ways, with more bits to keep track of. </p><p></p><p>I think this overall design philosophy started around 2020. I'm not sure if there was a backstage shift in head designers, and guessing is probably unfair to them. But there was a palpable change in design principles, which was first seen in <em>Tasha's</em>, then in substituting <em>Volo's Guide to Monsters </em>and <em>Mordenkainen's Tome of Foes </em>with the more bare bones <em>Monsters of the Multiverse</em>, and in a lot of published material since.</p><p></p><p>This is not only the case with rules but also with official adventures. There is a palpable difference between the adventures of 5e's first five or so years (<em>Curse of Strahd, Tomb of Anhilation, Waterdeep: Dragon Heist, Rime of the Frostmaiden, etc.</em>), mostly written by Chris Perkins, and the adventures we have seen since (<em>Dragonlance: Shadow of the Dragon Queen, Phandelver and Below, Vecna: Eve of Ruin, etc.</em>). The latter half is much more "empty" when compared to the first, and those older adventures often served as a sourcebook, a sandbox, and an adventure all in one.</p><p></p><p>Are there certain mechanical improvements here or there in D&D 2024? Certainly. I'm happy to steal those bits and pieces. I also really like some books published since 2020 (<em>Fizban's, Bigby's, the Book of Many Things</em>). But overall, comparing the three core rulebooks side-by-side, I prefer 2014's version. It was more evocative.</p></blockquote><p></p>
[QUOTE="Amphytrion, post: 9746374, member: 7046181"] I should preface this by saying that I am a DM 99% of the time. As a DM, I'm not a fan of many of the changes in the 2024 edition: I think it's a less thematic, blander game in many ways, with more bits to keep track of. I think this overall design philosophy started around 2020. I'm not sure if there was a backstage shift in head designers, and guessing is probably unfair to them. But there was a palpable change in design principles, which was first seen in [I]Tasha's[/I], then in substituting [I]Volo's Guide to Monsters [/I]and [I]Mordenkainen's Tome of Foes [/I]with the more bare bones [I]Monsters of the Multiverse[/I], and in a lot of published material since. This is not only the case with rules but also with official adventures. There is a palpable difference between the adventures of 5e's first five or so years ([I]Curse of Strahd, Tomb of Anhilation, Waterdeep: Dragon Heist, Rime of the Frostmaiden, etc.[/I]), mostly written by Chris Perkins, and the adventures we have seen since ([I]Dragonlance: Shadow of the Dragon Queen, Phandelver and Below, Vecna: Eve of Ruin, etc.[/I]). The latter half is much more "empty" when compared to the first, and those older adventures often served as a sourcebook, a sandbox, and an adventure all in one. Are there certain mechanical improvements here or there in D&D 2024? Certainly. I'm happy to steal those bits and pieces. I also really like some books published since 2020 ([I]Fizban's, Bigby's, the Book of Many Things[/I]). But overall, comparing the three core rulebooks side-by-side, I prefer 2014's version. It was more evocative. [/QUOTE]
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