D&D General What version of D&D are you playing?

What version(s) (or its equivilant) are you playing?

  • OD&D

    Votes: 0 0.0%
  • Basic (Holmes)

    Votes: 0 0.0%
  • Basic (B/X)

    Votes: 11 13.4%
  • Basic (BECMI)

    Votes: 2 2.4%
  • 1E

    Votes: 5 6.1%
  • 1E + UA

    Votes: 4 4.9%
  • 2E

    Votes: 4 4.9%
  • 2E + Player's Option

    Votes: 1 1.2%
  • 3E

    Votes: 1 1.2%
  • 3.5E

    Votes: 4 4.9%
  • 4E

    Votes: 1 1.2%
  • 4E Essentials

    Votes: 0 0.0%
  • 5E (2014)

    Votes: 41 50.0%
  • 5E (2024)

    Votes: 37 45.1%

  • This poll will close: .

log in or register to remove this ad





I was wondering about this- what're the primary differences between 14 and 24, if you discount character options like classes, feats, and origins, as well as spells? What states "I'm playing 5e14" vs "I'm playing 5e24" if not those character options and spells?
Rules differences other than character options/spells that actually impact gameplay:
  • Weapon Mastery exists
  • Dual-wielding changed to actually be good
  • Grappling is very different (attack roll instead of skillcheck)
  • Spells dealing Emanation damage (e.g. Spirit Guardians) changed to once per turn when creature enters or ends their turn within emanation
  • Confusing Bonus action spellcast rule replaced with slightly-less-confusing 1 Spellslot per turn rule
  • Surprise is just disadvantage on initiative roll and that's it
  • Weapon equip/stow rules are VERY lenient
  • Ways to gain Heroic Inspiration coded into official rules, lets you reroll any die roll
  • Stunned creatures can move
  • Small creatures don't get disadvantage on 2handed weapons (all sizes need 13+ Str/Dex)
  • Bastions and Crafting rules exist but are Optional requiring DM approval so this isn't really a change
 

Rules differences other than character options/spells that actually impact gameplay:
  • Weapon Mastery exists
  • Dual-wielding changed to actually be good
  • Grappling is very different (attack roll instead of skillcheck)
  • Spells dealing Emanation damage (e.g. Spirit Guardians) changed to once per turn when creature enters or ends their turn within emanation
  • Confusing Bonus action spellcast rule replaced with slightly-less-confusing 1 Spellslot per turn rule
  • Surprise is just disadvantage on initiative roll and that's it
  • Weapon equip/stow rules are VERY lenient
  • Ways to gain Heroic Inspiration coded into official rules, lets you reroll any die roll
  • Stunned creatures can move
  • Small creatures don't get disadvantage on 2handed weapons (all sizes need 13+ Str/Dex)
  • Bastions and Crafting rules exist but are Optional requiring DM approval so this isn't really a change
I'm guessing you're a fan?
 


I'm playing in two games, one mostly 2014 Eberron game but with 2024 healing spells and (sadly) Counterspell... and one hybrid 2014/2024 Wrath of the Righteous game. Both games use mostly the 2025 MM versions of monsters.

And in about 12.5 hours I'm doing the session 0 of a hybrid 5E game I'm running, my second Spelljammer campaign.
 


Remove ads

Top