D&D 5E Users of D&D 2014 - What are you using from 2024? +

Stormonu

NeoGrognard
As asked in the 2024 Houserules thread, those of you still using 2014, what aspects from 2024 have you - or will your group adopt for the game?

I'm using the 2024 Wildshape/Polymorph rules that grants fixed temporary hit points. I'm also using the Bloodied condition to trigger certain effects, usually in monsters - for example, giving NPC Orcs a 1-use Bonus Action Rage when Bloodied, or triggering the Sahaugin's Blood Frenzy against opponents who are Bloodied.

I'm also planning to use some of the tweaks/fixes to spells - for example, the new Power Word Kill. Though there are some I'm not implementing (mostly the conjure/summoning - though I'm contemplating changing the hit points of summoned monsters down to something like 10 + 10/spell level and in the case of summoning groups of creatures to use something akin to the Mob rules to handle any combat).

Let's keep it positive/helpful - What are ya'll using?
 

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On Owlbear Rodeo, we've switched from showing healthbars for enemies to narrative descriptions of health to more closely mimic how we'd handle it when playing in person. Bloodied is one of those descriptions, inspired by 5e.2024.

ETA: forgot that we're also using the rule that allows potions to be consumed as a bonus action (assuming they are accessible)
 
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I updated Brutal Critical to give a flat bonus = barbarian level on critical hits.
I had long ago houseruled Berserker to be better.
I updated Indomitable to give +Fighter Level on the reroll and healing when used.

I think that's it.
 

Basically all of it, aside from (ironically) the temp hit points to druids (as an aside, I'm tempted to just ban temp HP altogether, they are a PITA) and, in one campaign, weapon masteries. But in general, I think the 2024 update, minor as most of it is, is an improvement to 5e.
 

  • Foremost, I have adopted the 2024 Exhaustion rules.
  • A handful of spells that are just a little clearer now (can't even remember which ones)
  • I am adopting Weapon Mastery for my VF5E project, except as the end point of a system of proficiency that still uses slots similar to 2E and greatly reduces how many weapons most characters are proficient in, that goes: untrained > proficient > specialized > mastery
Edit to add: Only martial classes and some other subclasses (like war cleric or valor bard) get access to weapon mastery (or you can spend a feat)
 
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As I wrote in the other thread, in addition to Bloodied (and based upon videos from both Treantmonk and the Dungeon Dudes), I will be pulling the following additions, revisions, and clarifications from 2024
  • Cleric Divine Order (but making my own modifications since I had already been working on something similar prior to the One D&D playtest)
  • Split Guild Artisan/ Merchant background into Artisan and Merchant backgrounds
  • Wearing Armor untrained
  • Shields
    • Using a Shield untrained
    • Shields are held/stowed not donned/doff
  • Grenade like weapons
  • Nets
  • Inspiration is declared after the roll is made
  • Exhaustion
  • One spell with a spell slot per turn
  • Choosing to fail a saving throw
  • Controlling a mount
  • Underwater Combat
  • Damage against multiple foes (for spells)
  • New Action Types: Influence, Magic, Search, Study
I am not sure what, if any, I will borrow from classes, feats, or spells. However, I think Wildshape was on the list.
 

Hmm. So far I’ve brought over the 2024 monk in its entirety. I’m also using the 2024 version of rage for the barbarian (mainly for the bit that allows them to sustain it each round with a bonus action).

Generally during chargen, I’ll look at the two versions of a given spell and sometimes I’ll pick the new one (like when the “socially awkward” artificer gained the friends cantrip from a lucky Deck of Wonder draw).

I’m also mostly defaulting to the new magic items and mundane equipment in DDB.

Oh, and I’m also giving the bastion rules a test drive in my Eberron game.

And of course I’m now using some 2024 monsters in my games instead of the 2014 versions (but when I customize them on DDB, I always switch to the 2014 stat block layout because I much prefer it to the new one).
 

I highly recommend the new MM, for the most part*** - the creatures are a lot tougher for their CR rating, and it's no bother to use one or the other or both.

***Exception: creatures that should have an extensive spell list (e.g. lich), for which I use the older versions.
 

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