D&D (2024) Why aren't you using 5e 2024?

Why aren't you using 5e 2024?



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PurpleHazy

Villager
Yeesh, hopefully sarcastic given its tone. It's new, folks will incorporate it into their game in due time, or they won't. That's the beauty of D&D, play what edition you want, modify and make it your own. This is not a "mutually exclusive version/game". Use what you want, play how you want, and don't forget to be kind to your players and GM. No one likes an A - hole at the table.
 


Ancalagon

Dusty Dragon
Because I'm in the middle of a campaign and waiting for a new one to convert.

PRECISELY. I can switch once the campaign I'm running is over.

... but I might not have a choice in the near future. The "old" campaign probably has about a year left to go, but I'm in two gaming group, and in the 2nd one the DM is stepping down, and the group wants me to run the new rules. If I find it's too confusing I might have to switch.
 

Shadowdweller00

Adventurer
Primarily 1) because the players in my weekly game don't all have the 2024 books yet and I'm not comfortable pressuring them into buying said books as of yet.

And 2) because the 2024 Monster Manual isn't out yet and I want to see how the monsters and monster creation rules stack up against the power creep.
 


gorice

Hero
I'm pretty much over D&D in general ATM, but I do have one 5e game ongoing. Almost nothing I've seen of 5.5 so far has been an improvement over 5e, which is a seriously flawed game.

In the unlikely event that they actually deliver fun monsters in the MM, I might give them a spin (spoiler: they won't, because combat in 5e just isn't inherently interesting, and cool monster powers don't work like they would in something like 4e; and also because WotC doesn't seem to care to put in the effort, and people will buy whatever slop they put out).

I'm enjoying the negativity.
 

Oofta

Legend
Supporter
I switched because we had fairly recently ended the previous campaign and so far have no issues with it. Ask me again in a few months. :)

But I'm posting to say that I completely understand why people wouldn't switch until later on because of an ongoing campaign or are waiting until all the books are out. Especially in cases like mine where we went to 20th level. I could still challenge the PCs because I knew what they were generally capable of. Not sure that would have been easy for me or my players had we waited until higher levels.
 

Umbran

Mod Squad
Staff member
Supporter
I will explain, but in a short, non-judgemental post.

I don't generally change rulesets mid-campaign. My current D&D campaign of Wild Beyond the Witchlight will eventually end. Each new campaign, I ask the players what they want - maybe 5.24 will be what they want in the future.
 

ezo

Get off my lawn!
Even if you go E6 with it?
In my current game we are pretty much at the point. The PCs just hit 7th level at the end of our last session.

Working with some other DMs we have E6 (and higher) variants, but this group has two new(ish) players, one brand new just joined us last week, and only one experienced player who helps me with homebrew/ house-rule stuff.

So, as such, I am trying to keep it as close to RAW as possible for the new players to let them learn "by the books".

But anyway, as just for the "going E6 route", that helps but for myself I'd be all for slowing things down and "expanding" the first 6-7 levels over 11-12 levels, giving HD at each level, but without the CON bonus, and still using creatures as if playing with normal level advancement.

For example, one PC is a half-orc Fighter with STR and CON 20 (rolled two 18's and decent scores to go with them...). He just topped over 100 hp thanks to some rolling and the Tough feat. He has AC 19 thanks to the adamantine plate he forged after finish a quest helping some dwarves, has Dual Wielder for the AC bump and two longswords, one silver, one also adamantine. Thanks to Two-Weapon Fighting style, he consistantly deals about 25-30 damage per round, and none of this includes his Rune Knight subclass features, which are substantial IMO but he really liked the concept so I went with it. But I've even had to go to the point of nerfing his Rune Knight features a bit! Granted, rolling scores he got lucky, especially as it's his first 5E character! But, I saw the rolls, so I know there was nothing shady going on there. All told he is a tank and consistent damage dealer. That is his role and he's really happy playing it, so that's good.

The other PCs in the group, all powerful in their own ways, are pretty much on par with this one. The 5th PC is joining this week, an evoker Wizard. So, now in addition to the tanky fighter, nova paladin, ranged sneak-attacker rogue, and healer/support sorcerer/cleric, we have AoE-artillary. The power level just seems crazy at 7th level.
 

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