Should I switch to D&D 2024?
Summary
TLDRIn this video, the host interviews Jeremy Crawford, lead rules designer for Dungeons & Dragons (D&D), about the 2024 edition of the game's core rulebooks. Crawford clarifies that while the 2024 books are not a new edition, they offer significant enhancements and new content. The discussion addresses players' concerns about the necessity of switching to the new rulebooks, the books' compatibility with existing 5th edition content, and the benefits of the updated mechanics. The host aims to provide information to help the D&D community decide whether to adopt the new rulebooks.
Takeaways
- 📚 The 2024 D&D core rulebooks are not a new edition but a reimagined version of the fifth edition, aiming to enhance the game with new mechanics and options.
- 🤔 There's confusion among players about whether to switch to the new rulebooks, as they contain significant changes but are not a complete overhaul of the existing system.
- 🎯 Jeremy Crawford, the lead rules designer, emphasizes that the 2024 rulebooks are '5e supercharged' with new subclasses, feats, spells, and character creation approaches.
- 🔄 Backwards compatibility is a key feature, allowing players to use their existing 5e content alongside the new rulebooks without obsolescence.
- 💡 The new rulebooks are designed to be compatible with previous adventures and supplements, ensuring a smooth transition for players and Dungeon Masters.
- 🛠️ Players have the option to keep using older character options that aren't included in the 2024 rulebooks, maintaining flexibility in character creation.
- 🎉 The 2024 player's handbook can be used immediately, even before the release of the new Dungeon Master's Guide and Monster Manual.
- 🧐 There's a debate among the community about the necessity and value of the new rulebooks, with some seeing them as a cash grab and others as a genuine improvement.
- 💬 The interview aims to provide more information and clarity on the changes, helping players make informed decisions about whether to adopt the new rulebooks.
- 🏷️ The naming of the new rulebooks is a point of contention, with no consensus on whether they should be called 5.5, 5.2, or something else entirely.
Q & A
What is the main difference between the 2024 D&D rulebooks and previous editions according to Jeremy Crawford?
-The 2024 rulebooks are not a completely new edition but an enhancement of the fifth edition, with major changes to game mechanics and additional new options like subclasses, feats, and spells, making it '5e supercharged'.
Why did Wizards of the Coast decide not to call the 2024 rulebooks a new edition?
-The decision was made to maintain backward compatibility with the previous edition, allowing players to continue using their existing content without it becoming obsolete.
How does the backward compatibility between the 2024 and previous editions work?
-The 2024 rulebooks are designed to be compatible with existing adventures and supplements. If a class feature or option from the 2014 edition is not in the 2024 book, players can still use the older version.
Can players mix characters from the 2024 edition with those from previous editions in the same game?
-Yes, it is possible to have a mix of characters from different editions in the same game, but it is recommended to use the 2024 rules for the best integration of new features.
What is the recommendation for transitioning an ongoing game from the 2014 to the 2024 rulebooks?
-Jeremy Crawford suggests taking the time to go through character sheets and update them with the new rules, possibly running a low-stakes combat to try out the new character versions.
Can the 2024 Player's Handbook be used before the release of the 2024 Dungeon Master's Guide and Monster Manual?
-Yes, the 2024 Player's Handbook can be used with the 2014 Dungeon Master's Guide and Monster Manual, but it will work better when all three books are used together.
What is the main criticism from the D&D community regarding the 2024 edition's changes?
-Some players criticize the 2024 edition as a cash grab, suggesting that Wizards is making minor tweaks to an already working system and selling it at new edition prices.
What are the incentives for players to switch to the new rulebooks according to the interview?
-The incentives include improved game mechanics, new options for character building, and the ability to enhance existing characters with new features without discarding previous content.
How does Jeremy Crawford address concerns about the cost of transitioning to the new rulebooks?
-He emphasizes that the new core books offer more options than ever before and are completely redone, justifying the cost as an investment in an enhanced gaming experience.
What is the stance of the interviewee on the new rulebooks after the conversation with Jeremy Crawford?
-The interviewee's concerns about backward compatibility were addressed, leading to a more confident understanding of how to use content from different editions together, but they still plan to wait for more community feedback before fully embracing the new edition.
Outlines
🎲 Introduction to the 2024 D&D Rulebooks
The script begins with a discussion about the upcoming 2024 edition of Dungeons & Dragons (D&D), which is described as a reimagined fifth edition rather than a completely new edition. The narrator expresses confusion and curiosity about the changes and their impact on gameplay. They mention an opportunity to interview Jeremy Crawford, the lead rules designer for D&D, to gain more insight into the new rulebooks. The narrator also shares their concerns about switching to the new rulebooks, considering their love for the current fifth edition and the extensive content they already own. They address rumors of the new rulebooks being a cash grab by Wizards of the Coast and express their intention to ask Jeremy Crawford about the necessity of switching to the new rulebooks.
🧐 Clarifying the 'New Edition' Confusion
In this paragraph, the script delves into the debate over whether the 2024 rulebooks constitute a new edition or not. Jeremy Crawford argues that while the changes are significant, similar to those between previous editions, the 2024 books are not a new edition due to their backwards compatibility with existing fifth edition content. The narrator acknowledges the community's skepticism about this decision, suggesting it might be a strategy to continue profiting from fifth edition material. However, they also recognize the personal advantage of maintaining access to their existing library of content. The conversation with Crawford aims to clarify the practical implications of this compatibility for players.
📚 Backwards Compatibility and Transitioning to the New Rulebooks
The script continues with a detailed explanation of how the new rulebooks are designed to be compatible with existing fifth edition content. Crawford emphasizes that players can use new characters in old adventures and that the new player's handbook replaces only the elements that appear in both the 2014 and 2024 versions. The narrator seeks further clarification on how this compatibility will work in practice, such as using older subclasses with new classes. Crawford reassures that it is possible to play a 2014 character in a 2024 game, and the new rules are designed to accommodate past content. The narrator considers the implications of this for gameplay and the potential for some characters to be at a disadvantage if they do not use the updated 2024 content.
🚀 Embracing the New Rulebooks and Future Expectations
The final paragraph of the script discusses the practicality of using the new player's handbook immediately, even before the release of the updated Dungeon Master's Guide and Monster Manual. Crawford suggests that while the new player's handbook can be used with the old guides, it will integrate better with the new ones once they are released. The narrator expresses excitement for the new Dungeon Master's Guide, criticizing the organization of the current one. They also touch upon the staggered release strategy and the potential reasons behind it. The script concludes with the narrator's intention to try out the new rulebooks and their recommendation for others to wait for more feedback before purchasing, noting that the basic rules will be available for free by the end of the year. The narrator humorously suggests a naming convention for the new edition, drawing a parallel to the 'Fast & Furious' movie franchise.
Mindmap
Keywords
💡Dungeons & Dragons (D&D)
💡Core Rulebooks
💡Game Mechanics
💡Backwards Compatibility
💡Character Options
💡Lead Rules Designer
💡Reimagined
💡Content for Fifth Edition
💡Cash Grab
💡Playtesting
💡Version of the Rules
Highlights
Introduction of the 2024 edition of D&D, which is considered by Wizards as a reimagined fifth edition rather than a completely new edition.
Major changes in game mechanics have led to confusion among players about the implications for gameplay.
Interview with Jeremy Crawford, the lead rules designer for D&D, to clarify questions about the new rulebooks.
Discussion on the reasons for not fully embracing a new edition and the benefits of maintaining elements of the fifth edition.
Concerns about the need to switch to new rulebooks and the potential loss of investment in existing fifth edition content.
Criticism that the new rulebooks are a cash grab by Wizards, with only minor tweaks to an existing system.
Jeremy Crawford's pitch that the 2024 rulebooks offer an enhanced version of fifth edition with new options and improvements.
The goal of the video is to provide information and thoughts to help viewers make informed decisions about the new rulebooks.
Explanation of the compatibility between the new rulebooks and existing fifth edition content.
Details on how the new rulebooks are designed to work with previous adventures and supplements.
Clarification on the use of older options alongside the new rulebooks and how they integrate into character creation.
The possibility of playing a 2014 character in a 2024 game and the potential for perceived disadvantages.
Advice on transitioning an ongoing fifth edition game to the 2024 player's handbook.
The ability to use the 2024 player's handbook with the 2014 Dungeon Master's Guide and Monster Manual.
Discussion on the staggered release of the new rulebooks and the anticipation for the new Dungeon Master's Guide.
Recommendation for players to try the new rulebooks and the assurance that the basic rules will be available for free in the Creative Commons.
Humorous suggestion to use the 'Fast & the Furious' naming convention for the new edition, dubbed as Dungeons & Dragons 6.
Transcripts
For the first time in ten years,
we're getting a new edition of D&D.
Well, kinda?
Wizards maintains that the 2024 core rulebooks
are not a new edition, but just fifth edition, reimagined.
But since there are some major changes
to the game mechanics, a lot of people are confused
about what, exactly,
this new-edition-that's-not-a-new-edition
means for the way we play.
So, when I got an email that said,
"Hey, do you wanna interview Jeremy Crawford
about the new books?"
I was like, yeah, actually, I do have some questions.
Jeremy Crawford is the lead rules designer for D&D.
We've actually already met,
when he killed me at D&D in a Castle.
My character, I mean. He didn't kill me.
And I'd like to see him try.
I've been seeing a lot of people asking,
why should I switch to the new rulebooks?
And, to be honest, I've been asking myself that, too.
I mean, I love 5e, that's why I play it.
Yeah, it has flaws, every game does.
But so will the 2024 version,
and those flaws will be new and different,
and we'll need to figure out new,
different ways to fix them.
Also, I have a ton of content for fifth edition.
Not just official books,
but also third party and homebrew.
I don't wanna give all that up,
especially since there are tons of character options
that haven't been rewritten for 2024 D&D yet.
I've even seen people saying that by making a new rulebook
that isn't a complete new edition,
Wizards is just doing some kind of cash grab,
making tweaks to a system that already works,
and then charging new-edition prices for it,
so they can sell a bunch of new books.
So, I'm gonna ask Jeremy Crawford about all this stuff.
Why should anyone switch?
Now, this is not a sponsored video.
I am not getting paid for this,
and Wizards didn't get any control
over what I say in this video.
But obviously, the reason they offered this opportunity
is so that Jeremy can talk up the new books.
So, of course, he's gonna say a bunch
of really positive things.
Not only is that his job,
but he's one of the people who wrote this book.
So, naturally, he's gonna think it's great.
But my goal with this video
is not to sell you on the new books.
I didn't write them, I don't get paid when you buy them,
I don't really care what you play.
I just see a lot of people
weighing this question right now,
and I'm weighing this question right now.
So, I wanna use this opportunity to get more information,
and to share my own thoughts,
to help us all make our own decisions.
Oh, and of course, to take my vengeance.
First of all, do you have just like an elevator pitch?
Why should people
who already like 5e switch to the 2024 books?
- The 2024 versions of the core rulebooks
are basically everything
you love about fifth edition, but enhanced.
And not only have we gone through and tuned up the game,
but even more importantly,
we have added a bunch of new options
in the form of new subclasses, new feats, new spells,
a whole new approach
to how you make your character, and on and on.
All of these combined really make it 5e supercharged.
- So, what you like but better, is the basic concept.
- Yeah, exactly.
- This is a sales pitch. Of course.
Why should you switch? Because it's better.
This doesn't really tell us anything.
But the goal of any new edition is to improve the game.
And in this case, they're working from a decade's worth
of feedback on what is and isn't working in fifth edition.
Let's be honest here, the only people who criticize 5e
more than Pathfinder players are 5e players.
Most of us don't think this game is perfect.
Now, whether or not these updates
actually make the game better
isn't something I can objectively speak to.
I am not a game designer, and I'm not gonna pretend to be.
I won't know if I think it's better until I play it,
and play it a lot.
But the people at Wizards are game designers,
and they have played it a lot.
So, I'm willing to entertain the possibility
that the updated game is better.
God knows there's plenty of room for improvement.
On the one hand,
Jeremy is incentivized to talk up the new books.
But on the other hand,
he knows a lot more about the new books than I do.
So, while I am taking everything he says
with a grain of salt, I'm not gonna discard it entirely.
You don't design for Wizards of the Coast for 17 years
without a pretty deep understanding of the game.
I think a lot of people are wondering,
if this is not a full new edition,
if this is just sort of a polishing coat on 5e,
is that gonna be worth the cost of buying a brand new book,
or in the long-term, a brand new set of three books?
- I'm always really sympathetic when I see this,
because we're trying something new.
These are completely redone core books.
Not only have they been rewritten from front to back,
you have more options than you've ever had before.
These are truly new versions of the core game.
What's simply different from any time we've done this
in the past is that these new versions of the core books
are compatible with the version
of the game that came before them.
- So, the fact that it is not a new edition
is less that it is not a new edition's worth of change,
but more that it-
you don't have to discard everything from 5e,
you can still use those things.
- Exactly.
Because these core books are as redone
as the core books were in 2014,
or the core books were for fourth edition,
just the big difference is that they were redone
and redone to work with the game people are already playing.
It was a huge challenge.
In some ways, it would almost be easier to just start over.
(laughing)
But we love 5e so much, the community loves it.
In the end, I think what we've done, I'm really hoping,
will become a norm for the game.
- One of the big points of contention with this update
is the question of whether or not it is a new edition.
From this, it sounds like it is actually a new edition.
He says it's as much reworked
as fourth edition was from third,
or as fifth edition was from fourth.
The reason they're not calling it a new edition
isn't because the changes they've made are insignificant,
it's about the backwards compatibility.
Basically, a new edition
would've made fifth edition content obsolete.
So, because it doesn't do that, it's not a new edition.
Now, I've seen a lot of people saying that this choice
to maintain backwards compatibility
was made specifically so that D&D could keep profiting
off of fifth edition material,
or that it's a false promise made to pacify people
who don't wanna lose the library of content
that they've been investing in for ten years.
Personally, I have a lot of 5e content I don't wanna lose.
Not to mention, I write content for 5e.
So, selfishly, I don't want all that stuff to be defunct.
So, if it really is backwards compatible,
I think that's a good thing.
But to be honest, when I first heard the interviews
about backwards compatibility,
I did not feel great about it.
It sounded like they were saying
that it was technically possible to use 5e content,
but that it wasn't recommended
and that it was kind of complicated.
Can you tell me a little more
about how the backwards compatibility works between the two?
- We've designed the new core books,
so that they are compatible with the adventures
and supplements that you have already for fifth edition.
You can take the new player's handbook, make a character,
and you can have that character
dive right into an adventure
that was written before the 2024 book came out.
So, you can take a 2024 character
and go right into the Wild Beyond the Witchlight,
or the Curse of Strahd.
So, the beauty for everyone is that if there's a subclass
or a species or a feat or a spell or something else
that has come out for fifth edition,
and does not appear in the 2024 player's handbook,
you can use those older options
with the 2024 player's handbook.
It replaces only the things that appear
in both the 2014 player's handbook
and the 2024 player's handbook.
So, it's sort of like,
if you have the old thing, the new thing replaces it.
But if there's an old thing
that's not in that player's handbook,
you can keep using it.
The book has guidance built in
on how to take one of those elements
that doesn't appear in the new book
and use it with your new character.
- So, we have everything that we had before.
- Exactly.
- Okay, I feel like this is weirdly confusing to explain,
but much more straightforward
in practice than I initially thought.
So, let's get this nice and clear.
Backwards compatible doesn't mean
that you can use any old content
along with any new content.
It just means that you're not losing access to anything.
If it's been redone for 2024, you use that one.
And if it hasn't, you just keep using the old one.
So, when you build a Barbarian,
you're using the 2024 updated Barbarian class.
But if you wanna use a fifth edition Barbarian subclass
that isn't in the new 2024 rulebook, you can.
So, you can use, say, the Path of the Beast Barbarian
from fifth edition, with a 2024 Barbarian.
But if you wanna play a Path of the Zealot Barbarian,
you'd use the updated Path of the Zealot,
not the 2014 Path of the Zealot.
I think it's also important to note
that if you hate the new 2024 content,
you don't have to use it, either,
even if your party is.
Like, let's say you're one of the people
who's really mad about the new Ranger class,
you can play a 2014 Ranger in a 2024 game.
And I know you had mentioned in another interview
that you can play 2024 characters
alongside 5e characters in the same party.
- It absolutely will work.
The main thing is it's best in that scenario
that the game itself you're playing
use the version of the rules from 2024.
Because the 2014 rules,
since they were written over 10 years ago, of course,
could not predict what we would do in 2024,
but the 2024 rules can handle stuff from the past.
So, if you want a character built entirely using the version
of a class or a species from 2014,
run it as a 2024 game, and then that 2014 character
can sort of wander in and be like,
hi, I'm joining you all.
That will work.
- I think this is a nice option for people
who really do have a lot of love
for certain fifth edition character builds
that were reworked for 2024 in a way they don't like.
But even though it's an option,
it sounds like 2014 characters
might be at a disadvantage in a party of 2024 characters.
- Recently, Chris Perkins and I
were playing 2014 fifth edition,
and as much fun as we were having,
we kept looking at our characters and we're like well,
we already are missing (laughs) the 2024 elements
that our characters have
in all of our playtests for the new player's handbook.
So, again, it's like you can do it.
We wanted people to be able to do it,
because there are gonna be people who are like,
that's their bliss.
And we always want to serve
as many people's bliss version of D&D as possible.
But we also suspect a lot of people
are gonna kind of have that experience
that Chris Perkins and I had recently,
where it's like we're having fun,
but I want that Weapon Mastery,
or I want that new feature that's in that class.
So, within the ecosystem of fifth edition content,
we aren't losing anything.
All we're doing is upgrading the player's handbook,
and then eventually
the Dungeon Master's Guide and the Monster Manual.
Everything else, we're free
to keep using in conjunction with 2024 games.
Of course, there will undoubtedly
be some hiccups with this,
because they have changed some pretty significant parts
of the character building mechanics.
Jeremy assured me that any time there's a clash between 2014
and 2024 content,
to using the 2024 player's handbook,
do you have any advice on how that group
should handle that transition,
what a Dungeon Master can do
to make that easier on their players?
- I think the easiest thing to do
is just take your character
and go through the levels of your class
in the new player's handbook
and just make the changes
on your character that you see there.
You could keep your campaign running
and just have the characters
essentially transform into their 2024 versions,
and then just keep going.
We've made sure that the spells
that you expect to be there from 2014 are there in 2024,
and the book, if there's any case
where there might be a hiccup in the transition,
the book addresses that.
I also recommend that people just, as you have free time,
please just sit down
and enjoy paging through the book,
because there are new things on every page of that book.
- So, if I were transitioning an ongoing fifth edition game
to using the 2024 player's handbook,
I think I'd set up a whole session that's just for that.
So, we'd all get together,
we'd go through our character sheets
and remake them with the new rules, and then maybe we'd run,
like, a sparring session or a low-stakes combat
to give everybody a chance
to try out the new versions of their characters.
I think especially for some of the classes
that have been heavily reworked, or for higher level play,
where you have gotten very used to your abilities,
there will be an adjustment
period with these new features.
Can the 2024 player's handbook
be used immediately,
even before the Dungeon Master's Guide
and the Monster Manual for 2024 come out?
- Yes, you can have that be your player's handbook
and use it with the 2014 Dungeon Master's Guide
and Monster Manual.
Now, my recommendation though
is as the other new books become available, to switch over,
partly so you can have the fun
of seeing how tightly the three books
are integrated in together.
So, you're going to see
that they speak to each other really well,
there are things teed up in the player's handbook
that the "Dungeon Master's Guide"
and "Monster Manual" run with.
So, it will work with your older DMG and Monster Manual,
but it's gonna work even better with the new ones.
- Okay, I know this is just him doing a little salesy hype
for the other two upcoming books,
but I'm not gonna lie,
I am actually really excited about the prospect
of a new Dungeon Master's Guide.
Reworking the player's handbook
mostly meant improving the individual player options,
plus a few little quality-of-life improvements
to the way the information is organized.
The 2014 player's handbook had room for improvement, sure,
but it's functional.
But I'm gonna be real with you guys,
I think the 2014 Dungeon Master's Guide is really bad.
It actually has a ton of useful information in it,
but that information is really difficult to find.
When I first started DMing,
I did attempt to read it cover-to-cover,
and it is simply not built for that.
But that means there have been plenty of times
that I have a problem
and don't realize for a long time
that the Dungeon Master's Guide
has a solution for that problem.
It's just buried somewhere in this disorganized mess
of a book that almost nobody actually reads.
Anyway, that's neither here nor there.
The point is,
you can start using the Player's Handbook immediately,
even though it'll be a few months
before the other two books come out.
I'm not really sure
why they're doing this staggered release.
Maybe it's intentional,
so we're not all trying to implement a ton
of big changes at once,
or maybe they're straight-up
not done with the other books yet.
Who knows.
Well, I think that we're out of time,
but it was really great to talk with you.
- You too.
Seeing you makes me think back
to being in a castle together.
- Oh yeah, that reminds me.
- Bye.
(sound of call ending
- Wait! Jeremy! (sighs)
My vengeance.
Overall, a lot of this was about what I expected,
a lot of promises that the new book is great,
basically just an PR appearance.
But I will say,
I had some concerns about backwards compatibility,
and this interview did settle those for me.
I feel a lot more confident now
that I understand how to use 2014 and 2024 content together.
But how that combination actually works
in play is something
I'll have to see for myself at the game table.
Of course, I haven't played 2024 D&D yet.
I've looked through it and seen a lot of stuff I like,
but I'm not gonna know if I love it
until I actually get to experience it at the table.
I do plan on trying it.
But it's easy for me to say that,
because they already sent me the PDF.
I don't have to drop $50 on it.
If you don't feel excited about the new player's handbook,
then I would suggest you not buy it.
That's an option available to all of us.
That way, you can wait to hear more about what people do
and don't like about it once it's released.
And if you change your mind later and decide to switch,
you'll have plenty of time to do that.
They've been writing these new rulebooks for years,
so I highly doubt
they'll be updating them again any time soon.
Plus, they've confirmed that the 2024 basic rules
are gonna be placed
in the Creative Commons just like 5e was.
So, by the end of the year, you should be able
to try out the 2024 mechanics for free anyway.
Now, there's just one question left,
what the heck are we supposed to call it?
Wizards has been calling them the 2024 rulebooks.
6e doesn't really work, since it's not a new edition.
Some people are calling it 5.5, like 3.5?
But the new SRD is being referred to as 5.2.
It's a mess. So, here's my pitch.
We use the "Fast & the Furious" naming convention.
So, first, it was Dungeons & Dragons,
and then there was 2 Dungeon 2 Dragon,
and then Dungeons & Dragons: Greyhawk Drift,
and so on and so forth,
making this one Dungeons & Dragons 6.
(playful music)
It's the only logical solution, really.
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