I disagree. The OP has cited multiple examples in response to comments and then is dismissed as nitpicking. The problem is all over the place. I was looking at Longbow as well and noticed another issue - when the tooltip popped up after hovering over the Heavy property, the new 2024 rule showed up. It caught my eye, because I know I have a 2014 5e small size character who can't use heavy weapons without disadvantage, but now the Heavy rule has been altered.
Heavy (2014): Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively.
Heavy (2024): You have Disadvantage on attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 13 or if it’s a Ranged weapon and your Dexterity score isn’t at least 13.
So yes, content is being replaced on the site without properly being flagged. This makes the game exceedingly confusing for people trying to run either 2014 or 2024 rulesets. I use both but have a majority of my current games/campaigns still in 2014 that I want to keep with 5e rules. Now I have to meticulously check and double check rules, items, mechanics, etc. because there is no way to turn off 2024 content for specific characters and items/spells/equipment/etc. associated with those games. Players are mistakenly citing 2024 5.5e rules in our legacy games because they are using DnDBeyond without clear indication of the changes. This is poor design and an incompatibility issue.
there is this at the start of both the 2024 phb and 2024 dmg books...
What’s new in the 2024 Version?
This is the 2024 version of the fifth edition Player’s Handbook. If you’ve read the 2014 version, much of this book will feel familiar, since the fundamental rules of the game are the same. But the book contains many new or redesigned elements, and the versions of things in this book replace versions from older books. Here are highlights:
Streamlined Rules: The game’s rules have been streamlined and are now supported by a rules glossary.
Easier Character Creation: Using chapter 2, making a character is easier than ever before.
Enhanced Classes: In chapter 3, every class and subclass has been enhanced with new options.
Reimagined Origins: Explored in chapter 4, a character’s origin is now defined by background and species, each of which has been redesigned.
Expanded Feats: In chapter 5, feats have been redesigned, with many feats added.
Upgraded Weapons, Tools, and Crafting: Mastery properties transform how weapon wielders use their weapons, and every character can enjoy new tool and crafting rules in chapter 6.
Dazzling Spells: Chapter 7 bursts with new spells and old ones that have been enhanced.
If you can’t find a rule, check the index. If a rule’s name has changed from what was printed in the 2014 Player’s Handbook, the index points you to the new name. For example, if you look up Inspiration in the index, it points you to the rules for Heroic Inspiration in the rules glossary.
What’s New in the 2024 Version?
This is the 2024 version of the fifth edition Dungeon Master’s Guide. Much of the book has been reorganized, expanded, and rewritten from the 2014 version, and the versions of things in this book replace versions from older books. Here are a few highlights:
Sound Advice. Every chapter (but especially chapters 1, chapter2, chapter4, and chapter5) has new advice for Dungeon Masters of all experience levels.
Tracking Sheets. Helpful sheets throughout the book give you tools to plan your game and keep track of your campaign. These sheets are also available for download in appendix C.
Encounter-Building Assistance. The rules for estimating the difficulty of combat encounters have changed, as you’ll see in chapter 4.
Ready-Made Elements. Sample adventures in chapter 4, a campaign setting in chapter 5, and new maps in appendix B make it easier to run a game right away.
Expanded and Revised Magic Items. Chapter 7 is packed with new magic items and old ones that have been revised.
Bastions. Chapter 8 has rules that allow player characters to build, maintain, and enjoy their own strongholds.
Lore Glossary. In appendix A, a helpful glossary explains many of the iconic people and locations found throughout the D&D multiverse.
Content is absolutely being replaced. I now have 2024 Unarmed strike rules on a character sheet that I made BEFORE 5.5 dropped. I do not want these on here. My group does not use them. There is no option available in preferences or settings for me to remove this.
Yeah, every basic weapon and magic variants of them have been replaced, not added. The ONLY one you can still access via legacy tag is the net and it's magic variants.
There are spells that no longer have a legacy version, such as Shapechange, on the general spell list. I went to look at it on the spells list (I also miss how it used to also have an option to view spells by class, but that's another topic), and I realised something wasn't right.
However, I have recently been informed and discovered I wasn't as thorough as my original post may have suggested. It was a definite knee-jerk reaction to the loss of easier access to spells. You now have to use the full search function to find it, which is even more aggravating because why did it need to just replace it in the spells search with no legacy version?
It really goes to show that they just are hard pushing the 5.5e stuff instead of using a thoughtful system to allow both to coexist. That being said, to have the site overlay rules for an edition for one that was not asked for, nor purchased, is absolutely a mess. It isn't defensible, not when it would have been better to pay your coders to have an opt out switch. Or god forbid just have it like all other paid content and pay walled off unless bought. Making content harder to access is still removing it in some form.
I disagree. The OP has cited multiple examples in response to comments and then is dismissed as nitpicking. The problem is all over the place. I was looking at Longbow as well and noticed another issue - when the tooltip popped up after hovering over the Heavy property, the new 2024 rule showed up. It caught my eye, because I know I have a 2014 5e small size character who can't use heavy weapons without disadvantage, but now the Heavy rule has been altered.
Heavy (2014): Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively.
Heavy (2024): You have Disadvantage on attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 13 or if it’s a Ranged weapon and your Dexterity score isn’t at least 13.
Which items are different? I was the one who highlighted any notable differences in magic items, and the changes are minor and cosmetic at best.
I agree with you that they do need to update the tooltips to include the legacy info for the heavy property, but that is an issue with tooltips, not the item itself.
Content is absolutely being replaced. I now have 2024 Unarmed strike rules on a character sheet that I made BEFORE 5.5 dropped. I do not want these on here. My group does not use them. There is no option available in preferences or settings for me to remove this.
The rules have been reworded, but they are functionally the same.
Old rules, you spend an action to make an unarmed strike, grapple, or shove. New rules, you spend an action to make an unarmed strike, which could be damage (basically the old unarmed strike), grapple, or shove. Is it confusing for some veteran GMs and players, absolutely. But is it really going to impact play if a person wants to make an unarmed strike (damage), grapple, or shove? No. They can do so just as before.
Here are the rules for side by side comparison: 2014 Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. Grappling When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required). Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. Shoving a Creature Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you. 2024 Instead of using a weapon to make a melee attack, you can use a punch, kick, head-butt, or similar forceful blow. In game terms, this is an Unarmed Strike—a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you. Whenever you use your Unarmed Strike, choose one of the following options for its effect. Damage. You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier. Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.
Yeah, every basic weapon and magic variants of them have been replaced, not added. The ONLY one you can still access via legacy tag is the net and it's magic variants.
Besides lance and trident which have their damage dice changed, the only change to existing weapons is the inclusion of mastery properties, which 2014 classes cannot access anyways. Is it annoying to see? Yes. Does it actually hamper gameplay? No.
I want to see legacy lance and legacy trident, because it actually impacts play when my players roll the dice on their character sheets. I do not want to see legacy short sword and 2024 short sword where the only difference is the inclusion of the mastery properties. That clogs up item drop down menu just because some people are allergic to seeing anything 2024. The item drop down menu is already clogged up as it is because Beyond cannot handle magic items that can transform, evolve, or have different variations.
Besides lance and trident which have their damage dice changed, the only change to existing weapons is the inclusion of mastery properties, which 2014 classes cannot access anyways. Is it annoying to see? Yes. Does it actually hamper gameplay? No.
I think the point is, why should there be something annoying to see? The solution to toggle on and off 2024 content is a simple one, but it wasn't implemented. Whether through negligence or trying to force the new content, they've undermined customer satisfaction. Sure, most people will just say, "This is annoying", and work around it, but it feels frustratingly unnecessary for the user experience to be impacted at all. Nobody is saying that the system is broken, but it calls into question the motivation of the company. Which seems to be more interested in creating a pay for convenience model, than just building a model that is actually convenient.
What concerns me is the likelihood that this will continue. If all I had to worry about was a few stats on a few weapons, that would be whatever. I don't want to have to be continually on guard for 2024 content leakage into ddb's 2014 ruleset implementation every time a new splatbook comes out. The easy way to fix this, as you've said and as many, many, many others have said, is to simply create 2024 content rather than going back and editing the 2014 content.
It would be easier for the players, it would be easier for the developers, it would make users happy. Literally no one who interacts with these rulesets benefits from having the 2014 content overwritten.
Again that isn't evidence. This thread has lost its productive usefulness and is just full of baseless accusations. And has shown me that their block system is a complete joke on this site.
Again, similar events occurring over a period of time is a trend. It is not somehow unreasonable to assume that past actions may be an accurate predictor of future actions. You may dismiss what you refer to as "conspiracies" if you like, but regardless of motive, it is not unreasonable to worry that the replacement of 2014 content by 2024 content, including replacements that affect the rules, will continue.
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I want to see legacy lance and legacy trident, because it actually impacts play when my players roll the dice on their character sheets. I do not want to see legacy short sword and 2024 short sword where the only difference is the inclusion of the mastery properties. That clogs up item drop down menu just because some people are allergic to seeing anything 2024. The item drop down menu is already clogged up as it is because Beyond cannot handle magic items that can transform, evolve, or have different variations.
I don't want to have to worry about watching for altered 2014 content every time a new 2024 splatbook comes out. Your concerns about clogged dropdowns can be easily resolved with slightly improved implementation of the existing filtering system. As has been suggested uncountably many times: all we need is a 2014 button. Boom, 2014 players don't have to worry about 2024 content, 2024 players don't have to worry about 2014 content.
I want to see legacy lance and legacy trident, because it actually impacts play when my players roll the dice on their character sheets. I do not want to see legacy short sword and 2024 short sword where the only difference is the inclusion of the mastery properties. That clogs up item drop down menu just because some people are allergic to seeing anything 2024. The item drop down menu is already clogged up as it is because Beyond cannot handle magic items that can transform, evolve, or have different variations.
I don't want to have to worry about watching for altered 2014 content every time a new 2024 splatbook comes out. Your concerns about clogged dropdowns can be easily resolved with slightly improved implementation of the existing filtering system. As has been suggested uncountably many times: all we need is a 2014 button. Boom, 2014 players don't have to worry about 2024 content, 2024 players don't have to worry about 2014 content.
I am a GM who runs 5e. I do not split the game along some arbitrary line on the calender into 2014 version or 2024 version. It is still the same game, and I mix and match rules as I please. Being able to toggle things on or off helps me run my games. But duplicating an item simply because some people cannot handle seeing Free Rules rather than Basic Rules in the citation or an easily ignorable weapon mastery passage is absolutely unreasonable that causes more inconvenience to more users than less.
I want to see legacy lance and legacy trident, because it actually impacts play when my players roll the dice on their character sheets. I do not want to see legacy short sword and 2024 short sword where the only difference is the inclusion of the mastery properties. That clogs up item drop down menu just because some people are allergic to seeing anything 2024. The item drop down menu is already clogged up as it is because Beyond cannot handle magic items that can transform, evolve, or have different variations.
I don't want to have to worry about watching for altered 2014 content every time a new 2024 splatbook comes out. Your concerns about clogged dropdowns can be easily resolved with slightly improved implementation of the existing filtering system. As has been suggested uncountably many times: all we need is a 2014 button. Boom, 2014 players don't have to worry about 2024 content, 2024 players don't have to worry about 2014 content.
I am a GM who runs 5e. I do not split the game along some arbitrary line on the calender into 2014 version or 2024 version. It is still the same game, and I mix and match rules as I please. Being able to toggle things on or off helps me run my games. But duplicating an item simply because some people cannot handle seeing Free Rules rather than Basic Rules in the citation or an easily ignorable weapon mastery passage is absolutely unreasonable that causes more inconvenience to more users than less.
Then for you, it would be a matter of not toggling either toggle. A clever solution for all. If someone wants only one version, they hit a toggle. Someone not fussed? They don't engage with the toggle and life moves on.
I want to see legacy lance and legacy trident, because it actually impacts play when my players roll the dice on their character sheets. I do not want to see legacy short sword and 2024 short sword where the only difference is the inclusion of the mastery properties. That clogs up item drop down menu just because some people are allergic to seeing anything 2024. The item drop down menu is already clogged up as it is because Beyond cannot handle magic items that can transform, evolve, or have different variations.
I don't want to have to worry about watching for altered 2014 content every time a new 2024 splatbook comes out. Your concerns about clogged dropdowns can be easily resolved with slightly improved implementation of the existing filtering system. As has been suggested uncountably many times: all we need is a 2014 button. Boom, 2014 players don't have to worry about 2024 content, 2024 players don't have to worry about 2014 content.
I am a GM who runs 5e. I do not split the game along some arbitrary line on the calender into 2014 version or 2024 version. It is still the same game, and I mix and match rules as I please. Being able to toggle things on or off helps me run my games. But duplicating an item simply because some people cannot handle seeing Free Rules rather than Basic Rules in the citation or an easily ignorable weapon mastery passage is absolutely unreasonable that causes more inconvenience to more users than less.
Then for you, it would be a matter of not toggling either toggle. A clever solution for all. If someone wants only one version, they hit a toggle. Someone not fussed? They don't engage with the toggle and life moves on.
What the OP and a few others are asking for is essentially a duplicate of every item. Having a toggle on for both means I am seeing every item twice. The item drop down menu is already bloated as it is because Beyond's system cannot handle items that have variants or can change.
I do not mind seeing lance, trident, and other items twice since they have been changed and are mechanically distinct.
However, I do not want to see short swords twice where the only difference between them is that one has a mastery property passage and the other does not.
I am a GM who runs 5e. I do not split the game along some arbitrary line on the calender into 2014 version or 2024 version. It is still the same game, and I mix and match rules as I please. Being able to toggle things on or off helps me run my games. But duplicating an item simply because some people cannot handle seeing Free Rules rather than Basic Rules in the citation or an easily ignorable weapon mastery passage is absolutely unreasonable that causes more inconvenience to more users than less.
Deliberately or not, you are misrepresenting the major objections we have to the way the 2024 addition/transition is being handled by ddb. The problem is that items are being substantially changed without notice, requiring 2014 players to resort to homebrew patches and/or wait for the ddb team to eventually(?) fix the affected items. This issue will only continue as more 2024 splatbooks come out.
That is compared to the truly onerous task you face if the items are separated: seeing duplicate in a dropdown. I'm not trying to be overly abrasive, here, but come on, man.
in order to have 2014 and 2024 you have to have items twice with legacy for the 2014. there no other way to make the filters work then
out of curiosity - what happens when both the 2014 - 5e and 2024 - 5e both have the exact same item/rule/etc... (considering they are both dnd 5e) which filter gets applied?? and if people say both or none then why does there need to be a filter to begin with....
in short where do people draw the line between the 2014 and 2024 - 5e content?? is it around individual items/rules/etc. that they dont like, is it just an arbitrary personal preference or is there a distinct line in the sand??
I am a GM who runs 5e. I do not split the game along some arbitrary line on the calender into 2014 version or 2024 version. It is still the same game, and I mix and match rules as I please. Being able to toggle things on or off helps me run my games. But duplicating an item simply because some people cannot handle seeing Free Rules rather than Basic Rules in the citation or an easily ignorable weapon mastery passage is absolutely unreasonable that causes more inconvenience to more users than less.
Deliberately or not, you are misrepresenting the major objections we have to the way the 2024 addition/transition is being handled by ddb. The problem is that items are being substantially changed without notice, requiring 2014 players to resort to homebrew patches and/or wait for the ddb team to eventually(?) fix the affected items. This issue will only continue as more 2024 splatbooks come out.
That is compared to the truly onerous task you face if the items are separated: seeing duplicate in a dropdown. I'm not trying to be overly abrasive, here, but come on, man.
As far as I can see, the only substantial changes are to the lance and trident, because that actually affects gameplay.
A change in citation is not substantial. A change of few words with no impact on gameplay is not substantial. Adding in a passage about weapon mastery that does not even apply to 2014 classes is not substantial.
Drop down menu bloat is a real complaint that users have on this site.
OP hasn't proven their case at all. There are only a MINISCULE minority of items. Which would indicate oversight, not a effort to replace.
I disagree. The OP has cited multiple examples in response to comments and then is dismissed as nitpicking. The problem is all over the place. I was looking at Longbow as well and noticed another issue - when the tooltip popped up after hovering over the Heavy property, the new 2024 rule showed up. It caught my eye, because I know I have a 2014 5e small size character who can't use heavy weapons without disadvantage, but now the Heavy rule has been altered.
Heavy (2014): Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively.
Heavy (2024): You have Disadvantage on attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 13 or if it’s a Ranged weapon and your Dexterity score isn’t at least 13.
So yes, content is being replaced on the site without properly being flagged. This makes the game exceedingly confusing for people trying to run either 2014 or 2024 rulesets. I use both but have a majority of my current games/campaigns still in 2014 that I want to keep with 5e rules. Now I have to meticulously check and double check rules, items, mechanics, etc. because there is no way to turn off 2024 content for specific characters and items/spells/equipment/etc. associated with those games. Players are mistakenly citing 2024 5.5e rules in our legacy games because they are using DnDBeyond without clear indication of the changes. This is poor design and an incompatibility issue.
there is this at the start of both the 2024 phb and 2024 dmg books...
What’s new in the 2024 Version?
This is the 2024 version of the fifth edition Player’s Handbook. If you’ve read the 2014 version, much of this book will feel familiar, since the fundamental rules of the game are the same. But the book contains many new or redesigned elements, and the versions of things in this book replace versions from older books. Here are highlights:
Streamlined Rules: The game’s rules have been streamlined and are now supported by a rules glossary.
Easier Character Creation: Using chapter 2, making a character is easier than ever before.
Enhanced Classes: In chapter 3, every class and subclass has been enhanced with new options.
Reimagined Origins: Explored in chapter 4, a character’s origin is now defined by background and species, each of which has been redesigned.
Expanded Feats: In chapter 5, feats have been redesigned, with many feats added.
Upgraded Weapons, Tools, and Crafting: Mastery properties transform how weapon wielders use their weapons, and every character can enjoy new tool and crafting rules in chapter 6.
Dazzling Spells: Chapter 7 bursts with new spells and old ones that have been enhanced.
If you can’t find a rule, check the index. If a rule’s name has changed from what was printed in the 2014 Player’s Handbook, the index points you to the new name. For example, if you look up Inspiration in the index, it points you to the rules for Heroic Inspiration in the rules glossary.
What’s New in the 2024 Version?
This is the 2024 version of the fifth edition Dungeon Master’s Guide. Much of the book has been reorganized, expanded, and rewritten from the 2014 version, and the versions of things in this book replace versions from older books. Here are a few highlights:
Sound Advice. Every chapter (but especially chapters 1, chapter2, chapter4, and chapter5) has new advice for Dungeon Masters of all experience levels.
Tracking Sheets. Helpful sheets throughout the book give you tools to plan your game and keep track of your campaign. These sheets are also available for download in appendix C.
Encounter-Building Assistance. The rules for estimating the difficulty of combat encounters have changed, as you’ll see in chapter 4.
Ready-Made Elements. Sample adventures in chapter 4, a campaign setting in chapter 5, and new maps in appendix B make it easier to run a game right away.
Expanded and Revised Magic Items. Chapter 7 is packed with new magic items and old ones that have been revised.
Bastions. Chapter 8 has rules that allow player characters to build, maintain, and enjoy their own strongholds.
Lore Glossary. In appendix A, a helpful glossary explains many of the iconic people and locations found throughout the D&D multiverse.
Content is absolutely being replaced.
I now have 2024 Unarmed strike rules on a character sheet that I made BEFORE 5.5 dropped. I do not want these on here. My group does not use them. There is no option available in preferences or settings for me to remove this.
Yeah, every basic weapon and magic variants of them have been replaced, not added. The ONLY one you can still access via legacy tag is the net and it's magic variants.
There are spells that no longer have a legacy version, such as Shapechange, on the general spell list. I went to look at it on the spells list (I also miss how it used to also have an option to view spells by class, but that's another topic), and I realised something wasn't right.
However, I have recently been informed and discovered I wasn't as thorough as my original post may have suggested. It was a definite knee-jerk reaction to the loss of easier access to spells. You now have to use the full search function to find it, which is even more aggravating because why did it need to just replace it in the spells search with no legacy version?
It really goes to show that they just are hard pushing the 5.5e stuff instead of using a thoughtful system to allow both to coexist. That being said, to have the site overlay rules for an edition for one that was not asked for, nor purchased, is absolutely a mess. It isn't defensible, not when it would have been better to pay your coders to have an opt out switch. Or god forbid just have it like all other paid content and pay walled off unless bought. Making content harder to access is still removing it in some form.
Which items are different? I was the one who highlighted any notable differences in magic items, and the changes are minor and cosmetic at best.
I agree with you that they do need to update the tooltips to include the legacy info for the heavy property, but that is an issue with tooltips, not the item itself.
The rules have been reworded, but they are functionally the same.
Old rules, you spend an action to make an unarmed strike, grapple, or shove.
New rules, you spend an action to make an unarmed strike, which could be damage (basically the old unarmed strike), grapple, or shove. Is it confusing for some veteran GMs and players, absolutely. But is it really going to impact play if a person wants to make an unarmed strike (damage), grapple, or shove? No. They can do so just as before.
Here are the rules for side by side comparison:
2014
Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.
Grappling
When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Shoving a Creature
Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.
2024
Instead of using a weapon to make a melee attack, you can use a punch, kick, head-butt, or similar forceful blow. In game terms, this is an Unarmed Strike—a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you.
Whenever you use your Unarmed Strike, choose one of the following options for its effect.
Damage. You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier.
Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.
Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.
Besides lance and trident which have their damage dice changed, the only change to existing weapons is the inclusion of mastery properties, which 2014 classes cannot access anyways. Is it annoying to see? Yes. Does it actually hamper gameplay? No.
I want to see legacy lance and legacy trident, because it actually impacts play when my players roll the dice on their character sheets. I do not want to see legacy short sword and 2024 short sword where the only difference is the inclusion of the mastery properties. That clogs up item drop down menu just because some people are allergic to seeing anything 2024. The item drop down menu is already clogged up as it is because Beyond cannot handle magic items that can transform, evolve, or have different variations.
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I think the point is, why should there be something annoying to see? The solution to toggle on and off 2024 content is a simple one, but it wasn't implemented. Whether through negligence or trying to force the new content, they've undermined customer satisfaction. Sure, most people will just say, "This is annoying", and work around it, but it feels frustratingly unnecessary for the user experience to be impacted at all. Nobody is saying that the system is broken, but it calls into question the motivation of the company. Which seems to be more interested in creating a pay for convenience model, than just building a model that is actually convenient.
What concerns me is the likelihood that this will continue. If all I had to worry about was a few stats on a few weapons, that would be whatever. I don't want to have to be continually on guard for 2024 content leakage into ddb's 2014 ruleset implementation every time a new splatbook comes out. The easy way to fix this, as you've said and as many, many, many others have said, is to simply create 2024 content rather than going back and editing the 2014 content.
It would be easier for the players, it would be easier for the developers, it would make users happy. Literally no one who interacts with these rulesets benefits from having the 2014 content overwritten.
A couple of examples doesn't equal a trend or conspiracy.
Similar events occurring over a period of time is a trend, by definition.
Again that isn't evidence. This thread has lost its productive usefulness and is just full of baseless accusations. And has shown me that their block system is a complete joke on this site.
Again, similar events occurring over a period of time is a trend. It is not somehow unreasonable to assume that past actions may be an accurate predictor of future actions. You may dismiss what you refer to as "conspiracies" if you like, but regardless of motive, it is not unreasonable to worry that the replacement of 2014 content by 2024 content, including replacements that affect the rules, will continue.
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I don't want to have to worry about watching for altered 2014 content every time a new 2024 splatbook comes out. Your concerns about clogged dropdowns can be easily resolved with slightly improved implementation of the existing filtering system. As has been suggested uncountably many times: all we need is a 2014 button. Boom, 2014 players don't have to worry about 2024 content, 2024 players don't have to worry about 2014 content.
I am a GM who runs 5e. I do not split the game along some arbitrary line on the calender into 2014 version or 2024 version. It is still the same game, and I mix and match rules as I please. Being able to toggle things on or off helps me run my games. But duplicating an item simply because some people cannot handle seeing Free Rules rather than Basic Rules in the citation or an easily ignorable weapon mastery passage is absolutely unreasonable that causes more inconvenience to more users than less.
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Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
D&D with High School Students by Bill Allen; Season 1 Episode 1: < https://www.youtube.com/watch?v=52NJTUDokyk&t >
Then for you, it would be a matter of not toggling either toggle. A clever solution for all. If someone wants only one version, they hit a toggle. Someone not fussed? They don't engage with the toggle and life moves on.
What the OP and a few others are asking for is essentially a duplicate of every item. Having a toggle on for both means I am seeing every item twice. The item drop down menu is already bloated as it is because Beyond's system cannot handle items that have variants or can change.
I do not mind seeing lance, trident, and other items twice since they have been changed and are mechanically distinct.
However, I do not want to see short swords twice where the only difference between them is that one has a mastery property passage and the other does not.
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Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
D&D with High School Students by Bill Allen; Season 1 Episode 1: < https://www.youtube.com/watch?v=52NJTUDokyk&t >
Deliberately or not, you are misrepresenting the major objections we have to the way the 2024 addition/transition is being handled by ddb. The problem is that items are being substantially changed without notice, requiring 2014 players to resort to homebrew patches and/or wait for the ddb team to eventually(?) fix the affected items. This issue will only continue as more 2024 splatbooks come out.
That is compared to the truly onerous task you face if the items are separated: seeing duplicate in a dropdown. I'm not trying to be overly abrasive, here, but come on, man.
in order to have 2014 and 2024 you have to have items twice with legacy for the 2014. there no other way to make the filters work then
out of curiosity - what happens when both the 2014 - 5e and 2024 - 5e both have the exact same item/rule/etc... (considering they are both dnd 5e)
which filter gets applied?? and if people say both or none then why does there need to be a filter to begin with....
in short where do people draw the line between the 2014 and 2024 - 5e content??
is it around individual items/rules/etc. that they dont like, is it just an arbitrary personal preference or is there a distinct line in the sand??
As far as I can see, the only substantial changes are to the lance and trident, because that actually affects gameplay.
A change in citation is not substantial.
A change of few words with no impact on gameplay is not substantial.
Adding in a passage about weapon mastery that does not even apply to 2014 classes is not substantial.
Drop down menu bloat is a real complaint that users have on this site.
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Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
D&D with High School Students by Bill Allen; Season 1 Episode 1: < https://www.youtube.com/watch?v=52NJTUDokyk&t >