As someone who is already fluent in the rules (2014 version) is there any good compilation of all the changes made by the 2014 version. I'd like to update myself, and I'd rather not have to skim through several hundered pages of stuff I already know, especially as that increases the chances that I'll miss something.
Thanks
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DM, writer, and blog master of https://dragonencounters.com/ a blog dedicated to providing unusual, worthwhile encounters for each monster, making each one unique.
Also, suggestions for which monsters might be found together (for people tired of dungeons full of one humanoid race, and perhaps a few beasts and undead.)
What rules would you suggest prioritizing learning? I guess things that matter - most important concepts and foundational rules (D&D general not necessarily only thing that changed from 2014 to 2024 - but also that).
also (perhaps): * things that are both counterintuitive and important * 'things that you can't do in D&D that seem like you could do ' * 'things that you actually can do in D&D that seem like you could not do ' * rules that come up a lot * rule that can cause significant problems if you misunderstand * rules that are easy to misunderstand or that are commonly misunderstood (and that are relatively important to know) * things to know that would make the game more fun (more fun for me, and more fun for everyone else) * Things that have changed from 5e 2014 to 5e 2024?
I'm finding myself getting bogged down on rules that I find hard to understand like Stealth and needing to have a Free Hand for Somatic gesturing and how that works with holding and interacting with weapons, shields and other objects. Stealth seems hard to understand, but then I don't play a stealthy character, so it might not matter all that much for the way I play. (I'm still working on understanding Stealth) I had a GM a few years ago who was kind of a stickler about the free hand thing, but it seems like the people that I play with now, don't seem to play that way.
Re: what's really important - it seems like that often turns into a 'you don't know, what you don't know' sort of problem. It also seems like sometimes rules that pertain to one topic or one concept, seem to be kind of peppered throughout the PHB, and perhaps even other books.
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As someone who is already fluent in the rules (2014 version) is there any good compilation of all the changes made by the 2014 version. I'd like to update myself, and I'd rather not have to skim through several hundered pages of stuff I already know, especially as that increases the chances that I'll miss something.
Thanks
DM, writer, and blog master of https://dragonencounters.com/ a blog dedicated to providing unusual, worthwhile encounters for each monster, making each one unique.
Also, suggestions for which monsters might be found together (for people tired of dungeons full of one humanoid race, and perhaps a few beasts and undead.)
I haven't vetted this for accuracy, but https://rpgbot.net/dnd-2024-5e-transition-guide-and-change-log-everything-thats-different-in-the-new-players-handbook/ purports to have all the changes.
IT's largely, but not entirely, character building stuff.
What rules would you suggest prioritizing learning? I guess things that matter - most important concepts and foundational rules
(D&D general not necessarily only thing that changed from 2014 to 2024 - but also that).
also (perhaps):
* things that are both counterintuitive and important
* 'things that you can't do in D&D that seem like you could do '
* 'things that you actually can do in D&D that seem like you could not do '
* rules that come up a lot
* rule that can cause significant problems if you misunderstand
* rules that are easy to misunderstand or that are commonly misunderstood (and that are relatively important to know)
* things to know that would make the game more fun (more fun for me, and more fun for everyone else)
* Things that have changed from 5e 2014 to 5e 2024?
I'm finding myself getting bogged down on rules that I find hard to understand like Stealth and needing to have a Free Hand for Somatic gesturing and how that works with holding and interacting with weapons, shields and other objects. Stealth seems hard to understand, but then I don't play a stealthy character, so it might not matter all that much for the way I play. (I'm still working on understanding Stealth) I had a GM a few years ago who was kind of a stickler about the free hand thing, but it seems like the people that I play with now, don't seem to play that way.
Re: what's really important - it seems like that often turns into a 'you don't know, what you don't know' sort of problem. It also seems like sometimes rules that pertain to one topic or one concept, seem to be kind of peppered throughout the PHB, and perhaps even other books.