Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Rate D&D 2024
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sulicius" data-source="post: 9762065" data-attributes="member: 6896569"><p>So I have played a TON of D&D 2024. Mostly as a DM, though I would say 1/5th was as a player in a tier 3 game where we transitioned.</p><p></p><p><strong>Pros:</strong></p><ul> <li data-xf-list-type="ul"><strong>Better class balance.</strong> Barbarians, Fighters, Monks, Rogues and even rangers saw updates bringing them in line with modern design sensibilities. </li> <li data-xf-list-type="ul"><strong>Better Subclass Balance. </strong>After 10 years of play, I don't think I ever saw a berserker barbarian or an assassin rogue. Things have been made better.</li> <li data-xf-list-type="ul"><strong>Art. </strong>The art is amazing across all books, and it inspires me and my players.</li> <li data-xf-list-type="ul"><strong>Grappling & Contested Ability Checks.</strong> Gone. Good riddance! Players had too many ways to boost their ability checks, and monsters had no defenses against this. Grappling a foe now even helps protect allies, something my players have expected many times.</li> <li data-xf-list-type="ul"><strong>Ability Score Bonuses Removed from Species!</strong> Sadly they didn't stick the landing. More on that soon.</li> <li data-xf-list-type="ul"><strong>Spellcasting & Known Spells. </strong>I could list all the changes to general spellcasting, but just know that I like them all. Spells known is now a set number per level. So many players struggled with this!</li> <li data-xf-list-type="ul"><strong>Backwards Compatible. </strong>Apart from the power disparity (especially among monsters), it's pretty much backwards compatible.</li> <li data-xf-list-type="ul"><strong>DMG Organization. </strong>It's usable, beginner friendly and works.</li> <li data-xf-list-type="ul"><strong>Balanced Encounter Building. </strong>Using XP to build encounters still sucks IMO, but using the base rules, you can expect pretty much the descriptions of each difficulty level. </li> <li data-xf-list-type="ul"><strong>Death, Doors, Dungeons. </strong>My favorite three sections of the DMG in order. Guidance on making PC death more interesting is very important to the game, I have learned.</li> <li data-xf-list-type="ul"><strong>Monster Design. </strong>Increased damage, Initiative boosts, streamlined design, art. It has all come together in a wonderful way. I can roll a random encounter and know I will have little trouble running the monster or forgetting features. The new Monster Manual has made me enjoy the game more.</li> </ul><p><strong>Cons:</strong></p><ul> <li data-xf-list-type="ul"><strong>Backgrounds. </strong>Limiting ability score increases to backgrounds has made a lot of people upset. Custom Backgrounds are still the way to go. </li> <li data-xf-list-type="ul"><strong>Weapon Masteries. </strong>To me, weapon masteries are the worst addition to the game. They can add heaps of power for those who know how to use them, while others forget them every turn. It overcomplicates turns and bloats the game mechanically for little gain. I wish they had never been added.</li> <li data-xf-list-type="ul"><strong>Outlier Features and Spells. </strong>There are still a lot of abilities that are a pain to play with. Tiny Hut is still a forcefield that gives a surprising amount of advantage to a resting party when attacked. The shield spell still breaks the game when combined with multiclassing nonsense. Aura of Protection is still the most busted feature in the game. Control spells still make the game unfun, because they stop the DM or PC's from playing the game for long stretches. At least most monster incapacitations only last a turn. </li> <li data-xf-list-type="ul"><strong>Hiding. </strong>It's not any clearer.</li> <li data-xf-list-type="ul"><strong>Mechanics Over Flavor. </strong>I can't call out many examples, but it feels like with a bigger font and more art, flavor was lost. PC's have more abilities that work in combat, and less that give them identity outside of it. A few monsters have only a sentence or two to describe them as the art and the stat blocks leave no space. </li> <li data-xf-list-type="ul"><strong>DMG Priorities. </strong>The 2024 DMG has SO much space dedicated to things that don't help me running a better game. By this I mean the Lore Glossary, the Greyhawk chapter, and the Cosmology chapter. Now, maybe new DM's need this to kick up their first game, but it feels like marketing over utility. A lot of the other chapters in the DMG are just sparse. Too little on building dungeons, creating monsters. Almost every chapter seems to have been shortened, compared to the 2014 DMG. I have found that I get more use out of the tools in that DMG!</li> <li data-xf-list-type="ul"><strong>Too Little Changed? </strong>Looking at this edition overall, I think we all wished it changed more. We all have a perfect version of D&D in our minds. When I started reading the Daggerheart rules, I realized how much baggage D&D has. Sacred cows that are part of the tradition of D&D. There is so much we could get rid of and make the game more streamlined. </li> </ul><p>So overall? I gave it an <strong>8</strong>, but strangely, I think I would have given 2014 5e an 8 too. I can't go back to 2014 D&D. Too much of it is straight up annoying and has seen big improvements. I also see that other people can have just as much fun with 5e14. It's solid, great even. </p><p></p><p>I would recommend new players to pick up the 2024 books, but I can't tell anyone their fun is wrong if they enjoy 2014 D&D more.</p></blockquote><p></p>
[QUOTE="Sulicius, post: 9762065, member: 6896569"] So I have played a TON of D&D 2024. Mostly as a DM, though I would say 1/5th was as a player in a tier 3 game where we transitioned. [B]Pros:[/B] [LIST] [*][B]Better class balance.[/B] Barbarians, Fighters, Monks, Rogues and even rangers saw updates bringing them in line with modern design sensibilities. [*][B]Better Subclass Balance. [/B]After 10 years of play, I don't think I ever saw a berserker barbarian or an assassin rogue. Things have been made better. [*][B]Art. [/B]The art is amazing across all books, and it inspires me and my players. [*][B]Grappling & Contested Ability Checks.[/B] Gone. Good riddance! Players had too many ways to boost their ability checks, and monsters had no defenses against this. Grappling a foe now even helps protect allies, something my players have expected many times. [*][B]Ability Score Bonuses Removed from Species![/B] Sadly they didn't stick the landing. More on that soon. [*][B]Spellcasting & Known Spells. [/B]I could list all the changes to general spellcasting, but just know that I like them all. Spells known is now a set number per level. So many players struggled with this! [*][B]Backwards Compatible. [/B]Apart from the power disparity (especially among monsters), it's pretty much backwards compatible. [*][B]DMG Organization. [/B]It's usable, beginner friendly and works. [*][B]Balanced Encounter Building. [/B]Using XP to build encounters still sucks IMO, but using the base rules, you can expect pretty much the descriptions of each difficulty level. [*][B]Death, Doors, Dungeons. [/B]My favorite three sections of the DMG in order. Guidance on making PC death more interesting is very important to the game, I have learned. [*][B]Monster Design. [/B]Increased damage, Initiative boosts, streamlined design, art. It has all come together in a wonderful way. I can roll a random encounter and know I will have little trouble running the monster or forgetting features. The new Monster Manual has made me enjoy the game more. [/LIST] [B]Cons:[/B] [LIST] [*][B]Backgrounds. [/B]Limiting ability score increases to backgrounds has made a lot of people upset. Custom Backgrounds are still the way to go. [*][B]Weapon Masteries. [/B]To me, weapon masteries are the worst addition to the game. They can add heaps of power for those who know how to use them, while others forget them every turn. It overcomplicates turns and bloats the game mechanically for little gain. I wish they had never been added. [*][B]Outlier Features and Spells. [/B]There are still a lot of abilities that are a pain to play with. Tiny Hut is still a forcefield that gives a surprising amount of advantage to a resting party when attacked. The shield spell still breaks the game when combined with multiclassing nonsense. Aura of Protection is still the most busted feature in the game. Control spells still make the game unfun, because they stop the DM or PC's from playing the game for long stretches. At least most monster incapacitations only last a turn. [*][B]Hiding. [/B]It's not any clearer. [*][B]Mechanics Over Flavor. [/B]I can't call out many examples, but it feels like with a bigger font and more art, flavor was lost. PC's have more abilities that work in combat, and less that give them identity outside of it. A few monsters have only a sentence or two to describe them as the art and the stat blocks leave no space. [*][B]DMG Priorities. [/B]The 2024 DMG has SO much space dedicated to things that don't help me running a better game. By this I mean the Lore Glossary, the Greyhawk chapter, and the Cosmology chapter. Now, maybe new DM's need this to kick up their first game, but it feels like marketing over utility. A lot of the other chapters in the DMG are just sparse. Too little on building dungeons, creating monsters. Almost every chapter seems to have been shortened, compared to the 2014 DMG. I have found that I get more use out of the tools in that DMG! [*][B]Too Little Changed? [/B]Looking at this edition overall, I think we all wished it changed more. We all have a perfect version of D&D in our minds. When I started reading the Daggerheart rules, I realized how much baggage D&D has. Sacred cows that are part of the tradition of D&D. There is so much we could get rid of and make the game more streamlined. [/LIST] So overall? I gave it an [B]8[/B], but strangely, I think I would have given 2014 5e an 8 too. I can't go back to 2014 D&D. Too much of it is straight up annoying and has seen big improvements. I also see that other people can have just as much fun with 5e14. It's solid, great even. I would recommend new players to pick up the 2024 books, but I can't tell anyone their fun is wrong if they enjoy 2014 D&D more. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Rate D&D 2024
Top