Monday, 30 December 2024

2024 Year in Review

Well, what a year we've had. The start of D&D 5.5e? There's a Monster Manual on the horizon. And of course more adventures to review. I'm a bit behind, but I'll be caught up by the end of January. That means a review of the new DM's screen, the Dungeon Master's Guide, and Quests from the Infinite Staircase

I'm also hoping to do a couple writings on looking back. First, looking back on this edition. And after that a quick look back at the previous edition, 4th edition. We're at a crossroads as we stare at a new chapter of D&D, and that makes it a perfect time to reflect. 

 I've recently had some change to play Vampire: The Masquerade 5th edition too. I'm enjoying my time, but it does give me feelings as a system. I may not do a full review, but more a high level summary of my thoughts: what I like, and what I don't. 

I hope to stay more up to date this year than I did last. I've been routinely 2-3 months behind. I'll try to stay at most 1 month behind this year. It's not really an excuse, but things haven't been the easiest lately. I hope you've all been well, and let's hope for a better 2025.

Dungeons & Dragons Player's Handbook 2024

 Review copy courtesy of Wizards of the Coast.


Pros

  • Updated classes more in line with Tasha’s.

  • If you’ve been wanting to get into D&D, this makes it easier.

  • Weapon mastery properties are a highlight, and something martial characters seem to be really appreciate.


Could Go Either Way

  • Chances are you already have the old Player’s Handbook, and Tasha’s Cauldron of Everything. If this is you, the value of the book is reduced.

  • The new exhaustion rules are different. My players looked at them, and preferred to use the old ones. The new ones are easier to remember though.

  • Attribute bonuses are moved to your species now.

Cons

  • Ranger is still...not great. It's alright, but it's not perfectly balanced among classes. Maybe I'll change my mind with more play time though.

  • There is still no SRD or updates basic rules. I’m a bit late here, but this should’ve been released on the same day, or better yet before the release of the book.

  • There’s missing subclasses. Wizard is particularly hit hard here as only 4 are in this book. The original had 8, and total across all the books we had 13.

  • No PDF (there is D&D Beyond though)*

* Denotes nitpicking.


D&D Player's Handbook 2024 Cover
The cove for the 2024 D&D Player's Handbook. Not bad, but I do wish the art was more like Rise of Tiamat.

Introduction

Here we are. A new Player’s Handbook 10 years after the previous. It’s hard to believe so much time has passed. Ah, the adventures we’ve had. Unlike the PHB 2 from 4th edition, this is not an additional book for new classes and features. Instead it’s more like revisiting what we had before. Some things were changed, and some things were added, but in large strokes it’s similar. Is this one of those remixes people really like and makes the original better than ever? Or is it sort of eh? Well, let’s jump into it.


New Monsters

It does have monsters, but these are the same ones we saw in the original Player’s Handbook.

 

D&D Player's Handbook Classes Image
Art and introduction to classes page.

The Contents

New backgrounds have been added, giving more options to customize our characters. The old ones are also here. Feats are here again, but unlike before they aren’t optional. Some are locked behind certain levels, and some are now given as class features. Ability score improvement is a feat, as is fighting style now. Magic Initiate is gone now, which is kind of too bad. It was a good flavour one for characters that flunked mage school. Though it was also an easy way to dip into wizard for a casting of shield and scaling cantrip.


The same classes as the original book are here, but they’ve been changed. I’d say in general they are better. And by better, I mean stronger. Features are more powerful. Fighters get to use their second wind ability many more times, for example. The subclasses are...interesting. Instead of 3 subclasses from the original Player’s Handbook, there’s 4 for the fighter. Cool, they added Psi Fighter from Tasha’s. Though it still excludes the other 6 found throughout the other books. The wizard doesn’t call the subclasses schools anymore. Or arcane traditions. So instead of “School of Evocation” we have “Evoker.” Big difference? Not really. Enough to be annoying? Yeah. Worse, there are only 4 subclasses for wizard now, reduced from 8 in the original Player’s Handbook. And down from the 13 officially released ones. This will cause issues. Do they plan to release another book just with these additional features? A Player’s Handbook 2 perhaps? Would it have been that hard to bite the bullet and add them all here? The balance of what we have looks good in general. The bare minimum that would make me happy would go like so. Every subclass from the original Player’s Handbook is included and updated. Every class that had less than 4 subclasses gets some extras. At the end of the section, explicitly write how to use the old subclasses. It’s not obvious as written, but D&D Beyond does allow you to use them by following the description on each class.


Then there’s the Ranger...oh my poor Ranger, why don’t they like you? To be fair, it reads like an improved version of the ranger from the original rules. You can now switch between fighting groups well, or a single enemy after a long rest. You always have hunter’s mark. Hail of thorns is no longer concentration. Swift quiver still is, meaning you have to choose between it and hunter’s mark. What I’m worried about is that it’s an improvement, but everyone else has also greatly improved. Some new spells or something else to help close the gap would be appreciated. What makes it worse is how things go on. Up until 5th level, it’s probably fine. The 20th level capstone is...not good (translates to +2 damage per hit compared to an entire attack for fighter. Come on, at least make hunter’s mark a d12 and not require concentration or something). The way it starts to interact with combat spells of around 3rd level...also not good. You can up cast hail of thorns to try to close things a bit, but still it’s probably not enough to close the widening gap. This probably should’ve come out in 2014, and we needed a bit more in 2024. I was afraid it could be worse, but I wish it was better. That said, you can make a perfectly fine ranger.


It remains to be seen how this extra strength affects previously published adventures, and this edition going forward. We will rely on the new Monster Manual, which has yet to be released but will release in early 2025. On that note, we do get some creatures included like in the original Player’s Handbook. In fact, they seem to be largely the same creatures and largely unchanged. There’s a new way to display the attributes with their mods and saves which I’m not sure I love. I like seeing the mods and saves, but we’ll see if I warm up to the colour coding.


As for races...well, they are species now. You get your bonuses from backgrounds now. Otherwise, it’s very similar. I will say that they seem more balanced to each other now, and humans are in line with the rest. Backgrounds also come with a feat. It’s easy to see how you can customize backgrounds or come up with your own if needed. Really, the major change is renaming races to species, and moving the bonuses to backgrounds. I don’t really mind this. It makes sense the farmer will be stronger and hardier, while the scribe or sage are focused on more mental attributes. I can see some people mad about this, and wanting the old race/species based attribute bonuses. For those people, I think it would’ve been easy to supply a chart that reflects the bonuses from the previous version. Me personally, I’m fine with it. It makes sense that a bunch of forest survivalist humans would be different than elves from a city where they’ve made magic items for centuries.


How does this work in practice? At 3rd level, you’d gain all of the features up to 3rd level of your subclass. Going forward you map your subclass features in the table to subclass features in the old book. Done. It’s not that hard, but it should be explicitly stated. I’m not sure how well balanced this would turn out, but at least we’d get all the base class features.


Addressing drinking potions in combat explicitly is a good move here. I feel like some classes got small increases by moving actions into bonus actions, and other methods. As a case study, let’s look at the fighter. The extra second winds the fighter gets are powerful, and being able to use them in ways other than regaining health is powerful. You can use it to move without provoking opportunity attacks, or to add it to an ability check. Combine that with weapon mastery, and tactical master (you can swap the weapon mastery property to something else), and martial characters specifically feel better in this version. How does the Elritch Knight compare to the Battle Master? That’s...harder to gauge, but my gut feeling is that Eldritch Knight is underwhelming, but can be fine with good spell choice. The way it gains spell slots gives it strong spikes.


Exhaustion rules are changed to be more streamlined. Basically, as the exhaustion grows the characters lose speed and accumulate increasing penalties. Easier to remember. I like that on paper. What has me worried here is that I had a player express preference for the older rules. Either way, easy to swap. Given this is a replacement, I wish the older rules would be provided somewhere. Perhaps in the basic rules in an optional rules appendix at the end?


One shout out of a personal pet peeve of mine that’s still here. The lifestyle rules still don’t add up exactly to me. 3 meals a day, plus the corresponding inn stay doesn’t add up to the lifestyle cost. At least for the lowers one I wish there was some kind of formula.


The real big improvement in this book, besides to martial classes, seems to be the rules layout themselves. They are explained well. They give lots of examples. The character creation rules are pretty well laid out. The glossary is useful and I’m glad it is added. Wording is often given to clearly say when something is meant to help you but can be ignored versus something you must follow. I showed it to someone who was a long time player but dragging their feet, and it seems this version clicked. Hopefully I’ll get to experience their first time DMing soon.

 


D&D PHB 2024 Weapon Art
Some of my favourite art from this book. The weapon art looks quite good. I'd love to see more like this in future books.


The Art and Book Build Quality

The art throughout the book is fine. It’s what we’d expect in this edition…but I miss the art from the original. There was some breath taking scenery shots that just made me deeply happy. The art on the backgrounds is a standout for me in this book. It’s good. I like it. Especially the farmer, sage, and soldier background pieces. But I want more striking lighting like from my favourite images from the original handbook. There is some reused pieces, like the one showing the different shapes for spells. But a lot of this book is new art. In fact, it’s more than I expected. I wish the cover was more striking in that way with more pronounced light. Though it was far from the best book, my favourite cover remains the Rise of Tiamat cover. It just looks so awesome that it makes me happy.


My copy of the book is flawless. The binding is good, the covers are good, no stuck pages, all the pages are cut out. It’s good. This is what I want to see. But as always, given some of my previous less than good experience, if you can always look through the book and look for those specific issues.

 

D&D PHB Combat Example
An example of combat from the book. Such examples really help new players. This is part of what this book does well, though the art is OK for my tastes.


Price

Typical prices you’re used to here. It's going for $56 CAD right now on Amazon for a new copy. As always, used can go cheaper.


What I felt was Missing

The basic rules and SRD have been staples for this edition. I’ve used them to bring in many new players. I’ve printed them off and had them when travelling in case of emergencies. I really am thankful for them, and I believe they were an incredible tool for getting people into the hobby. We still lack this for the new Player’s Handbook. Really, we should’ve had this a long time ago. I’m late to reviewing this book, and it’s still not here. What’s in this book, however, stands to make this an excellent basic rules system.


Free Stuff

Nothing. And that’s a big missed opportunity. The basic rules are coming soon though under the Creative Commons license.


D&D PHB 2024 Playing the Game Image
One of the pages from the book. I do like this art. And enjoy the writing sample.

Summary

Here we are. It’s been 10 years since 5th edition released, and we have some updated rules. In general, it’s cleaned up, and beefed up. The classes here are strong and more interesting, but we lack the new monsters to really see how well balanced it is. I like what I see here in general. What I’ve played so far has been fun. The way the book is laid out makes a lot of sense, and I would say is a large improvement. My main criticism is that we have lost subclasses from previously released books, and even compared to the Player’s Handbook from 2014, some classes like the Wizard have fewer. Ideally this would be the book to help get new players into the game and they wouldn’t need to buy an entire library. I would have liked to see all those previous options included and make this into a book that could crack a lobster, though hopefully we’ll get a book in the future with the missing parts so we’d only need 2 books to have all the player options instead of so many I lost count. Oh, and the updated basic rules. It has simply taken way too long. I’m glad it’s coming, it’ll be great when it does, but it should’ve launched along with the book just like it did back in 2014.