D&D (2024) Sage Advice Compendium Updated To 2024

scribe.jpg


The latest Sage Advice Compendium updates provide official rules clarifications for D&D 2024. Sage Advice is not errata, but acts more like a FAQ for common rules queries.

The Sage Advice Compendium collects questions and answers about rules interactions in Dungeons & Dragons. With the release of the new Core Rulebooks, Sage Advice has been updated to encompass the new material presented in these books. It will continue to be updated as more questions are brought up by the community.
 

log in or register to remove this ad


log in or register to remove this ad

Just looking for clarification so I understand what you mean.

Are you refuting what I said, claiming that using normal monster creation rules you can make good solo fights without Legendaries (and without going outside bounds like greatly inflated CR or powers like summons that turn it into not-a-solo fight).

Or are you expanding on what I said, where you can design other mechanisms besides Legendaries to make a solo fight a good fight?
That depends what you mean by "normal monster creation rules." I 100% think I can design a non-legendary monster with the monster creation rules that can be a threatening, and most likely interesting, "solo" monster.* Whether or not WotC has done that is debatable and whether you consider my design choices are "normal" is unknowable by me.

*I don't think I can design any monster that is always a threat and always an interesting encounter for every possible combination of PCs. But I can get there for a reasonable number of PCs with fairly typical players.
 

I don't understand why "game rules should work when you play them as written" is a controversial opinion in ttrpg spaces
I guess I have come to the conclusion that a lot of rules should mostly get out of the way. Like I said in another post, I don't think stealth and hiding rules are that important. Make them a check adjudicated by the DM - good for me (and my group for the past 30 years).
 

IDK. As I have gotten older I prefer some rules to be vague and more like guidelines or suggestions then rules. For example, I don't really think I need much stealth and hiding rules. We just go with what is common sense to us, and it has worked for decades through multiple editions!
I’m not saying the rules need to be rigidly defined, I’m saying that if they’re intended to be more loose and open for DM interpretation they should SAY SO, and they should say it clearly and explicitly.
Reminds me of an interview with Mike Mearls I watched a year ago or so and they were discussing how complex and codified the Wish spell has gotten. They felt unnecessarily so, and then they looked at Shadowdark:

Wish
This mighty spell alters reality.

Make a single wish, stating it as exactly as possible. Your wish occurs, as interpreted by the DM.

Treat a failed spellcasting check for this spell as a critical failure, and roll the mishap with disadvantage.


Yep, that is all we really need (IMO).
That is clear and explicit. The stealth rules are not.
 


I don't understand why "game rules should work when you play them as written" is a controversial opinion in ttrpg spaces
I mean, I sort of do. The strength of the medium is in having a live human running the show, able to make judgement calls when the rules don’t suit the situation, so there’s a disinclination towards anything that might curtail the GM’s ability to exercise that judgment. There’s also a history there of the hobby having evolved from wargames, and the divide between free kriegspiel and more rigidly defined rules there. But, yeah, I think it gets taken to a pretty silly extreme sometimes.
 

I guess I have come to the conclusion that a lot of rules should mostly get out of the way. Like I said in another post, I don't think stealth and hiding rules are that important. Make them a check adjudicated by the DM - good for me (and my group for the past 30 years).
I have no objection to minimalist stealth rules. I think 2014’s stealth rules - you can’t hide from a creature that can see you, a creature can see you if its Perception check (rolled or passive) beats your Stealth check, the DM determines when a Stealth check is necessary or possible - are perfectly fine. My objection is not to the rules leaving room for DM interpretation, it’s to them not being clear that they do. The 2024 stealth rules say “the DM determines when circumstances are appropriate for hiding” but then directly contradicts that by laying out a bunch of rigid-but-incomplete restrictions on when circumstances are and aren’t appropriate for hiding. These rules don’t get out of the DM’s way, they are very much in the way, while still not actually being functional without DM input.
 

I’m not saying the rules need to be rigidly defined, I’m saying that if they’re intended to be more loose and open for DM interpretation they should SAY SO, and they should say it clearly and explicitly.

That is clear and explicit. The stealth rules are not.
Yes and no (on the Wish spell). Is clear, but not really explicit.* Some people don't like the DM decides type of design. The want explicit explanations of everything. I think that is how we get into these problems.

*I am using explicit hear to mean: clear direction on what it does. The player, in the case of Shadowdark's WIsh, as little idea of what the spell can actually do and must rely on the DM.
 

....Which is a way the rules could have been written. Instead of clearly saying "make a ruling on what makes sense", they give a convoluted procedure that when applied literally does not work.
Yes, and then you would have players bemoaning that they have no idea what their players can actually do, because there is no guidance. It is a catch-22. Shadowdark gets away with it (and most other TTRPGs) because the are significantly smaller than D&D and attract people who want to play its style. D&D is trying to serve to divers of a customer base to work that way IMO.
 

Yes and no (on the Wish spell). Is clear, but not really explicit.* Some people don't like the DM decides type of design. The want explicit explanations of everything. I think that is how we get into these problems.

*I am using explicit hear to mean: clear direction on what it does. The player, in the case of Shadowdark's WIsh, as little idea of what the spell can actually do and must rely on the DM.
We’re going to have a hard time communicating if we’re not using the same definitions. This isn’t what I meant when I said explicit. What you’re using explicit to mean is closer to how I’m using the phrase “rigidly defined.” I’m using explicit in its literal English meaning - stated directly, as opppsed to implied. I do not care if the stealth rules (or any rules for that matter) rely on DM adjudication, so long as they come out and say that they rely on DM adjudication. In fact, I often prefer that they do. What I have a problem with is when the rules don’t tell you that they rely on DM adjudication. When they are written as though they were rigidly defined (“explicit” as you’re using it here), but those definitions are incomplete, thereby necessitating DM adjudication without ever explicitly (in the literal meaning of the word) saying that the DM is supposed to be doing so.
 

Remove ads

Remove ads

Top