Showing posts with label Dungeons and Dragons 2024. Show all posts
Showing posts with label Dungeons and Dragons 2024. Show all posts

Sunday, 18 May 2025

Dungeons and Dragons DMG, Monster Manual 2025


A while back I posted my thoughts on the new PHB release, and I wasn’t thrilled. I said at the time that it “feels as if there's not as much there” and that in spite of its increased length there didn’t seem to be as much going on under the hood.

I also said I would have to reserve judgement until I saw the DMG.

Well, that proved prophetic, because I didn’t see the DMG for months after my initial purchase. There was a shipping delay followed by an unexpected cancellation followed by … I’m not sure what, actually. But it meant more delay. I picked up the Monster Manual before I saw the DMG. Not entirely by choice, but I figured since it was on offer I ought to give it a go.

What do I think?

Ehhhhhhh … pass.

As with the PHB, there’s more stuff on offer. Pages of it. The previous edition clocked in at 320 pages, more or less. This one has 60 extra pages of new material. About 20 pages of that is devoted to Bastions, a new concept for this edition, and another 20 pages or so are maps of various generic areas - Barrow Crypt, Crossroads Village, Spooky House, that sort of thing. No monster lists or anything like that. Those are for the Monster Manual, which is packed full of everything that walks, crawls and flies. 

Factor in the various trackers, each with their own page, and you've got the bulk of the new material in the DMG.

Very little of it intrigues me.

The only bit that I find genuinely useful is the collection of trackers. I don’t care which edition of Dungeons and Dragons I play, I’m swiping those. But I don’t think I paid north of $60 per book for a set of trackers I could pick up for free from teh internets. Or create on my own with a modicum of artistic skill, come to that.

The bit about Bastions seems a little over-the-top. Apart from anything else, the whole point of adventuring is to go on an adventure. To leave the comforts of home behind and defy dragons, or cleave goblin chieftains in twain, befuddle ogres till they turn to stone by dawn's early light, that kind of thing. Not to spend however many hours in the day keeping track of all the things going on at the hobbit hole I left behind. I don’t mind the concept so much as the execution. This starts at what level, now? 5th? Really? For why? At 5th they've just this minute become heroes, not homebodies!

The Monster Manual is by far the best item in the bunch. Its reorganization of everything alphabetically is a nice touch, and for once the mantra ‘more stuff!’ pays off with, well, more stuff. All sorts of monster entries packed in like happy little sardines, and the stat blocks are sufficiently generic that you could probably mix & match these creatures with the previous edition and suffer no pain. There are probably some changes that might affect CR. Nothing I choose to worry about.

Besides, when in doubt I can always just dip into Mordekainen’s or Volo’s or any of the other books and use their stuff instead.

I mentioned the art last time so I suppose I should go into it again. Worth repeating: not an artist, not trained to appreciate art. But as with the PHB there isn't much here that doesn't seem generic, and the bits that don't seem generic feel as if they were lifted bodily from previous products. Little of it feels inspiring, or interesting enough to be worth more than a glance. Including a hexmap of what I think must be the Forgotten Realms is a nice touch. I'd have to tear it out of the book to be certain that's what it is. A handy resource, if so.

I’m going to be playing the game with some new gamers soon. I think I mentioned the play I’m performing? Tonight's the last night, as I write this; by the time I publish the cast party will have come and gone, leaving me exhausted. I shall break legs. Well, two of the cast are keen to play and I said I’d be happy to run a game for them. There’s a local venue where space can be rented for a fee, so we’ve booked a spot. One of them is so keen to play that she had already grabbed a copy of the previous PHB, not realizing that there was a new one. She and her husband are busy devising schemes and PCs as I type this.

When I mentioned that there was a new edition, she wanted to look at it.

Seldom have I seen a more sour expression. 

She criticized the art right away. It didn’t look anything like the art in the previous edition. Nothing like as inspiring, as heroic, or as interesting. Next it was the rules. Too many rules, too confusing. She put it aside after half an hour; not interested.

We’ll be using the previous edition in our game. 

For me, I’m not in any rush to pick up any other book in the new version. Not that I was ever going to be in a hurry to grab up, say, the Forgotten Realms material. But still. I said a while back now that the only reason I got back into this game was because of Ravenloft. That creaky old Gothic mansion was my inspiration, my guiding star.

I can play Ravenloft in the old edition.

I will. 

Sunday, 6 October 2024

Dungeons and Dragons Player's Handbook 2024



I am the first person to get one of these, on-island.

This according to the store owner, who ought to know.

Short version: this is about 60 pages longer than its predecessor, more or less, and feels as if there's not as much there. 

I'm guessing part of the extra length went on spell descriptions. That section is considerably chunkier, about 100 pages more or less compared to the previous book's 80-odd. However, most of the bulk seems to be character classes and their various subclasses, which has gone from 70-80 pages to about 130.

Gone are the extra creative fillips. Gone are the extracts from writers like Margaret Weis, Tracy Hickman, Erin Evans. Gone are the call-out boxes like Met With Mistrust (Tieflings) Excellent Ambassadors (Half-Elves, now extinct), Monastic Traditions, Druids and the Gods, the example characters Tika and Artemis, the paragraph of description at the start of every class section (A tall human tribesman strides through a blizzard, draped in fur and holding his axe ...). Gone is the list of recommended reading. 

Even the art is kinda gone. Don't get me wrong; there's still pretty things to look at, and plenty of them. But some of the best pieces (like a full page Ravenloft splash with the usual suspects facing off in Strahd's fortress) are taken from other books. The others ... standard stuff, I guess, but to my untrained eye it looked as if someone said 'we have six poses. Six. Don't go nuts. Stick to the six.'

'Oh, and put a smile on those faces. Everyone's having a good time, ok?' 

Not that they all grin like Joker, but there's an odd lack of genuine emotion across the board. Frankly, after a while it feels less like an exploration of epic fantasy and more like a stroll through the lobotomy ward. It's as if there were two emotional states available, neutral, and smiling. Rarely laughing. Just smiling. 

Except for the Ravenloft piece. Nobody's having a good time in Strahd's castle.

I don't mind the rules changes. It makes sense to me that, say, your stat boosts (to STR, WIS, CON and so on) are based on your background not your ra ... species. Someone who spends their entire life working as a farmer is bound to be marked by that experience. Though I will say that, if Wizards are going in that direction, they needed a lot more backgrounds. 

Particularly given that your starting Feat is also based on your background. I can see a time coming when the players say 'ok, this NPC is clearly a Criminal, so they almost certainly have the Alert feat ...'  

I don't mind the bland player character sheet. In this shiny modern day and age there'll be a dozen of those up on teh Internets in all the usual places before the week is out. Within a month there will be far better character sheets available for free than anything Wizards could put in the book.    

It should be simple enough to use existing books with this new manual. The actual changes are slight. It's the work of maybe a minute to take the information in Volo's about, say, Tabaxi, and translate that to this new ruleset. You'd need to rejig the special traits a little and ignore anything about a stat boost. That's about it. 

I don't doubt that there are some rules changes, some feat rewordings, which will cause many arguments at many tables. The one I spotted was Weapons Mastery. 

A weapon is just a stick with a sharp bit, if you don't know how to use it. If you do, you can unlock special actions like Nick, Cleave, Topple and others. The martial classes - fighter, barbarian, paladin and so on - get a kind of mastery for free at 1st level. They have the option of taking mastery in a particular weapon or weapons mentioned in their basekit (eg. paladins get simple and martial weapons at basekit, which covers a wide range of sticks with sharp bits) but they don't get mastery in every weapon they know. Just the one or two out of the basekit list that they pick. They have the option of changing that weapon mastery at Long Rest, so the paladin who was a master of the longsword can switch to being a master of the halberd, eg.

I can almost smell the arguments incoming. "But I can switch!" "Yeah, at Long Rest. Did you? No. You didn't say. You're stuck with that longsword mastery." Or "we're not having a Long Rest right now, there's too much to do." "But I want to change my master weapon!" Or "Hey! You just picked up that weapon, how come you have mastery in it?" "Oh, uh ... by pure chance I trained in this type of weapon at the last Long Rest." Or "If you just escaped from [prison/durance vile/whatever] with no weapons to train with, how come you have mastery in that one?" "Well, before we were captured, months ago, I trained in this weapon type and never lost mastery, so ..." 

Added to all that is the Weapon Master feat which is a different beast (4th level General feat) with roughly the same intended use, which might end up a feat without a user. The people most interested will be the martial classes but if they already have a form of mastery at basekit, why take the feat? There is a stat bonus attached, but there are plenty of ways to get a stat bonus that don't require wasting a feat slot.

Maybe non-martials will want it? But even rogues (damage dealers but not a natural front line weedwhacker) get the base weapon mastery at 1st level. Only the weedy wizard and suchlike don't. Maybe there's a caster build out there somewhere which wants a sub-par weapons feat? As a replacement for one of the much more useful, class-relevant feats out there?

All that said, I think the most telling changes are the switch in priorities.

In the prior edition the book goes from an Introduction (Worlds of Adventure! How to Play!) which is maybe a few pages long and then leaps straight into Character Creation, where who you are - Race, a little over 20 pages, followed by Classes, then a half a dozen pages on Personality and Background - is the important bit. It lures you in with bold, glittering ideas, followed by a spotlight on You, the Hero.

In the 2024 edition it tells you What You Need right from the jump, followed by a lengthy description of game mechanics. You're 48 pages in before it begins to talk about Classes. More than 180 pages in before it talks about Species, the new way to describe Races. 

This is a system where Who You Are is far less important than How You Play The Game. 

That could be a problem. This book, out of all the books in Dungeons and Dragons, is the ambassador. The carnival barker outside the tent, luring in the rubes. It's the one that everyone's going to own, whether player or dungeon master, experienced gamer or filthy casual. 

It needs to be persuasive. It needs to sell itself. 

I don't know that starting out with 30-odd pages of fairly esoteric rules and little significant flavor text is the way to go.

Maybe I was warned right from the jump when I saw the book had dropped all those fantasy novel quotes, the flavor text at the beginning of the class description, the recommended reading list. This is a book about the rules of the game. Not about its soul. 

That's what I meant earlier when I said it felt as if there was less here than before. Reading this is like wandering through an empty house. You see where all the furniture was, once upon a time. Nothing there now.

Ultimately, I can't judge it. Its companion volume, the DMG, isn't out yet; the Tweedledee to its Tweedledum. 

We'll see. 

I blame Greg Tito, that base, villainous dastard, for getting me back into Dungeons and Dragons. I worked with Greg at the Escapist. I remember his enthusiasm for gaming, the way his little chipmunk face would light up talking about Dungeons and Dragons. It was his persuasive spiel that lured me into Ravenloft and from there to other things. I wonder what he's up to these days ...