▲ 288 r/DnD

Criticism of 2024 PHB

I know this is gonna get big downvoted just by the title, but I need to speak my truth. The 2024 PHB feels more like disjointed patch notes than it does a complete edition of D&D. Let me explain.

It is sorely lacking in basic rudimentary lore that is necessary to comprehend the roleplay aspect of a tabletop combat roleplaying game. If you haven't played in prior editions or read prior materials, you aren't given info on how to create a character with any depth (ideal/bond/flaw) and you barely understand anything about the classes besides how they perform in combat. A new player who wants to make a Cleric & has only read the 2024 PHB does not know the name of a single deity. The writers could have just hit copy-paste on all of this stuff from the 2014 PHB and it would have been fine.

Because this is not a complete rulebook, it should have been organized as a massive errata organized by backwards compatability with the prior edition. Different sections presented as "optional" rule changes that you can implement into your 5e group based on preference. Sections are split based on their ability to be amended to the 2014 rules independent of other sections. Like the idea of Weapon Mastery but want to keep classes unchanged, go for it! Only want the updates feats? Sure. Mainly just interested in the class changes because Clerics SHOULD be good at religion? Go ahead.

As a stand alone, it's organized fine. But for mix/mashing with 2014, the layout feels very inefficient.

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u/SamTheGrot — 20 hours ago

Does Opportunist Only Work With Push?

The wiki suggests it increases overall stagger power in the middle of enemy attack animations, but the trait says "push strength." Which is it?

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u/SamTheGrot — 18 days ago

Need Help - Returning to Game after LONG Time

I've regained a strong desire to play this game again. There's much I've forgotten, and although I've looked up some guides to try to refresh my memory, I'd like to ask the community for some things that I've forgotten and are still unclear for me.

1). For light attacks vs. heavy attacks, is there any kind of indicator when you've held the button long enough for the attack to become heavy? Or is it just something you have to get a feel for with practice?

2). Does it matter how long I hold down the button for a heavy attack in terms of damage or stagger power?

3). Is there a tip or gimmick with the crafting and/or loot system that I should know about? I at least feel like I vaguely remember it mattered HOW you opened chests or crafted items to get the best possible result.

4). Is there a way to heal (non-temporary hp) without using items?

5). Is there any critical information I should be aware of before I queue up for higher difficulties? (Legend+). When I last played, I primarily played Legend+ difficulties with others online, so I know I'm suited for it build-wise. But now that I'm coming back to the game, is there anything I should be aware of or educated on before going into this difficulty?

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u/SamTheGrot — 19 days ago

The Karma is *chefs kiss*

Jynxzi treated 90-95% of the game content like common trash. Wouldn't learn the mechanics. Wouldn't explore. Wouldn't learn boss fights until he dies 1000 times and realizes he has no other choice. Wouldn't even bother trying navigate towards the bosses on his own. Only did required bosses + Placidusax & Malenia. (Mohg is technically required with intent to enter dlc)

And then what happens? He instantly hits New Game+, meaning he has to start all over on this magnificent game that he clearly loathes if he wants to play the DLC.

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u/SamTheGrot — 25 days ago
▲ 208 r/Eldenring

My Favorite Weapon - Iron Greatsword

The iron greatsword, like the blacksteel greathammer, has significantly high AR when used with Flame Art / Sacred affinities compared to other non-colossal weapons. Unlike the Blacksteel Greathammer, it can access more ashes of war (most notably, flame spear & flame skewer).

When you use sacred blade or flame spear with the weapon, this is how it looks. I did a full faith run with soft focus into strength after reaching 60 faith with this weapon. It was by far the most enjoyable run of this game I've ever played.

It's late to acquire so I had it transferred from another character at the start of my run.

u/SamTheGrot — 25 days ago

Ordina Liturgical Town (Black Knife Town) is the entire playthrough in a nutshell

99% of players: *Searches wiki for additional info upon getting attacked by invisible enemies*

Jynxzi: "This is broken." *rages into the void of silence and continues to suffer*

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u/SamTheGrot — 25 days ago

Moonveil build is terrible in conjunction with Jynxzi's mentality

To maximize moonveil damage, you want

  1. Spellblade Set (no shot he even looks around to find this unless someone tells him, but it's easy to get)
  2. Magic Scorpion Charm (Requires interacting with many NPCs and searching around map for multiple different things)
  3. Alexander Shard (Easy/Simple to acquire)
  4. Magic Shrouding Cracked Tear (Need to fight Erdtree Avatars)
  5. Rellana's Cameo (first remembrance boss of DLC)
  6. Ranni's Dark Moon (high int requirement - must complete lots of game content & ranni's questline)

If you aren't exploring to get this things that collectively add a massive amplification to your damage, the moonveil damage is going to be catastrophically lackluster. I tuned in to see him doing a pittance of damage to Placidusax. Noticed he isn't even using wondrous physique before fights and I immediately understood. His lack of desire to explore the game means he doesn't have the tools to succeed. Even though he's trying to learn the boss fights now, he's being done in by his lack of interest in the game overall.

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u/SamTheGrot — 26 days ago

Why doesn't Jynxzi try to understand the game he's playing? And why does nobody help him? (Elden Ring)

The difficulty he has with Elden Ring is self-imposed. And I hope he reads this so he actually gets the advice he needs.

He doesn't spend any of his time in boss fights calming down and analyzing the boss. A boss that is comparatively easy to deal with seems like an insurmountable challenge because of a failure to understand their animations. Understanding animations is how you learn when there is an opening to attack and when you need to run or get ready to dodge. When GinoMachino, a legendary Elden Ring player, entered the DLC for the first time, he deliberately never tried to first time a boss. Instead, he focused entirely on dodging, healing, blocking until he felt comfortable with his understanding of the boss' moveset. This method is a faster track for success than just running at them endlessly without a clue of how the boss works.

He doesn't reference the Fextralife wiki for anything. He just spent 4 hours fighting the same boss with Moonveil. Had he taken the time to read the wiki page on Moonveil, he would have beaten the boss in 30 minutes max, maybe an hour with a refusal to learn about boss animations. Instead, he continuously used the weapon as sub optimally as possible.

None of the mods, hivise, or whoever else is SUPPOSED to be in his corner helps him. I don't mean micromanage him, but at least tell the man that Fextralife is a resource that exists and is available to him. He's floundering constantly as a result from his lack of understanding about the game. Why does nobody help him understand? Don't tell him how every boss works, but give him the tools to succeed. When they do "help him," they aren't really helping. They are only giving him directions without actually improving his understanding or telling him how to improve his understanding.

I would help him and have tried to send messages, but the odds of him reading my message out of the sea of people spamming his chat is probably lower than my odds of winning the lottery.

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u/SamTheGrot — 28 days ago
▲ 259 r/DnD

I see a lot of posts like this on this thread, and I'm going to tell yall right now that regardless of context, the answer is always the same. You should NEVER under ANY circumstance go to your DM and say "Reddit says you're doing this thing wrong, you should DM differently." Thus, any responses on these type of posts are moot.

If you have a problem with your DM or what they are doing, talk to them. Some DMs are bad. Some DMs are good. Even for bad DMs, the solution is not to ask reddit to referee your D&D group.

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u/SamTheGrot — 2 months ago

I almost want to try doing this to see what happens. We know that water persists without a timer. We know that a basic water elemental attack on nothing creates a puddle of water. What would happen if I covered the entire city in a connected chain of water and then cast a lightning spell?

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u/SamTheGrot — 2 months ago

I am working on writing my first grand adventure that I plan to eventually publish on dmsguild once I'm done. While it's my first D&D adventure, it's not my first time fiction writing / world building. As I go, I continuously get that tinge of anxiety "what if everyone hates how I'm going about this & I'm doing too much or too little...blah blah blah."

So, to help combat that, I'd like to share how I'm going about writing the adventure & what I'm trying to provide/accomplish for a supposed DM who might pick it up to use it. If any seasoned DMs don't mind, especially DMs who have bought an adventure book to use for their group before, I'd appreciate constructive feedback. Basically, am I approaching this the right way? Do I need to do more? Less?

What I have / What I'm going for:

1). There is a main plot / struggle to give purpose to the adventure. The party always has a reason for going further as opposed to assuming they'll do things "just cause."

2). There's a sense of urgency but (mostly) no strict time constraints. The story won't be ruined if the party wants to embark on a side quest or explore this random forest.

3). Regional maps are provided but include a lot of vacant space. Rather than try to account for and incorporate a large number of character types/backgrounds into the story, I deliberately leave open space for a DM to be able to add story components that suit their group.

4). Copious amount of lore is provided in place of forced adventure directions. Instead of "the party must do A or B at this point in the story" its "Here's a bunch of information about locations/people that will help a DM determine what might happen based on what the party does and where they go"

5). Important/Relevant details only. For example, details on a town's culture/history but not general appearance. Similarly, NPCs when added have details on alignment & relevance to story but not so much on looks, hobbies, love life, etc.

6). Stated assumption on party alignment. The adventure COULD be played with an Evil party, but I've seen so many horror stories about murderhobo players that it seemed easiest to basically mention "it's assumed the party will not kill off key NPCs for no reason who are only there to help them" than add a lot of secondary content to repair the plotline IF this thing happens.

7). Some guaranteed encounters related to main story progression. The encounters are guaranteed in the sense the party will have to deal with this eventually but not in the sense that they must take this path to get to the encounter.

8). Some recommended encounters / side quests. Secondary stuff that isn't required or essential for the main story but helps incentivize the party to go out, explore the world, and interact with people.

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u/SamTheGrot — 2 months ago