Summary

To say that 2024 is a bragging twelvemonth forDungeons & Dragonsis an understatement as the biz organize to celebrate its fiftieth anniversary . With new Congress of Racial Equality rulebooks on the horizon , it ’s an chance to refresh and make over some of the weirder or broken principle that still plague the fifth edition . From charm and mechanics that just do n’t quite work out to rules that postulate utter overhauls , there are peck of panorama ofDnDthat need updating .

With a host of newDnDbooks eject in 2024 , there is plenty for people to look forward to . The newPlayer ’s Handbookis ready to get on September 17 , 2024 , as the climax of theOne D&Dplaytests go down to reveal the full array of changes made to the inwardness rules of the game . With that in mind , there are more than a few rules and automobile mechanic that need a little TLC to help keep everyone at the table having fun .

An updated version of the Dungeons & Dragons 5e Player ’s Handbook is due out in 2024 , and there are a flock of change heading to the 50 - yr - old RPG .

Cover art from the 5e DnD Player’s Handbook, featuring characters battling a fire giant.

10Taking Cover

Clarification Is Needed For More People To Use The Rule

There are severalDnDrules that can forget multitude scratching their heads or start a het up debate at the table because the verbiage in thePlayer ’s HandbookorDungeon Master ’s Guideisn’t as clean-cut as it should be . The rules surrounding cover are one of the most common examples , with what establish half , three - quarters , and entire covering fire barely explained . This take to many tables simply ignoring the rule rather than slack down combat trying to figure it out .

This kettle of fish would be the easiest , as all that is involve is elucidation on what each type of cover is and what can and can not be used as cover . By give clear example , perhaps in the form of a mesa of dissimilar items to provide exemplars , it allows DM and musician to visualize what each blanket type is and use that to their own spot . Just providing vindicated phraseology with helpful examples makes a decree much easy for those new toDnDand old-timer likewise .

9Summoning Spells

At Times Overpowered But Always A Headache For DMs

It ’s been a long - time gripe of many musician and decimeter that conjuration spells in fifth editionDnDare broken and overpowered . At best , they allow for some insanely powerful creatures to derive to the party ’s attention , such as the notoriousconjure forest beingsthat can potentially muster up eight pixie or one ocean hag , which can cause worry for DM . At worst , they can slow battle down to a crawl and render the action economy of battle a double-dyed messwith a horde of new character reference suddenly on the field .

As conjuration charm get higher in story , the more brawny creatures can be rally correctly through to planar beings , demon , and celestials . One way to perhaps equilibrize these summonings would be to have the molding time be with child than an military action or , in some cases , one to 10 minutes . Thefind familiarspell necessitate one 60 minutes and very specific spell ingredient which fix how many times that trance can be cast and lends more weight to the repercussions of using it as time and resources must be spent .

8Dual-Wielding Is Disappointing

The Fighting Styles Needs A Rework To Make Using It Worth It

Dual - wielding , or two weapon system fighting , inDnDis more than a small dissatisfactory , with many who choose it feeling let down at how it address using two weapon system at once . As it stick out when a character dual - wields , they are forced to give their bonus action to make utilization of their extra weapon system . So , depend on the year , that can mean prefer between attacking or another utilitarian activeness such as Disengaging , Bardic Inspiration , or using Second Wind .

One jam could be to earmark the off - hired man attempt to be made as part of the regular attack action for those choosing this fighting mode . This would n’t make the power too overpowered , as the weapons have to be light and , therefore , typically do less damage than others , such as greatswords or battleaxes . Having a plus one to AC while manage two light arm could also counterbalance for the want of defense inherent in this combat elan .

7Learning New Skills

D&D Needs To Create A Fixed Rule To Help DMs And Players

When creating a newDnDcharacter , there are a number of things that determine a character ’s proficiencies , such as family and ground . However , once they have been choose , there isno way in the current rule to learn new skillsbeyond multiclassing or taking particular feats . unexampled rules to allow case to learn new skills and languages or pull ahead Modern proficiencies would be welcomed , as currently , DMs have to create their own home brew rules for this .

There is a downtime rule in thePlayer ’s Handbookcalled breeding , but it is clunky and only covers tools and languages . Opening up this theme to novel artillery and skills would allow characters to be further customize as a campaign progresses , opening up new roleplay opportunities . One musical theme would be totie the learning to a acquirement challenge with a fixed number of successesrequired over a long full point .

6Vehicle Rules

Clear Rules Surrounding Vehicles In And Out Of Combat

On the field of skill proficiencies , the rules around fomite and their manipulation needs to be a passel clearer . Current rules cover the cost and speed of the various vehicle , such as mounts , boats , and carts , but how they can be used in combat is badly absent . Vehicle combat is often left to third - party supplementation or DM home brew ; however , providing standardized rule or skill challenge would make any movement featuring fomite much easier .

Spelljammer ’s lack of ship - to - ship fight funding see set to be remedied with an awful novel Kickstarter from father and boy duo HOMIEandtheDUDE .

5Jumping Tied To Strength

A Better Rule Needs To Be Found To Balance Jumping

One confusingDnDrule surrounds jumping , with the power attach to a character ’s Strength score . TheStrength grade is used to determine how far / eminent a fibre can jump , with farseeing jumps being equal to the Strength score and high start being three plus Strength modifier . But by these rules , a fighter in full home can jump further and higher than a scallywag , bard , or forest fire fighter wearing higher armor .

There is an contestation to make chute sleight - establish , with many DM adapting the jumping linguistic rule this direction for their own sign of the zodiac rules . However , as jumping realistically does still fall under Athletics , however there are other office ofDnDthat are not realistically representative , such as archery being Dexterity - based , as in reality , archers take to have terrific upper body strength . While the fixture for this is less clear , it is still a strange rule that is worth reexamining for a new edition .

4Long Rests Are Overpowered

Sleeping Should Not Heal Broken Bones

Healing is extremely overpowered in 5th editionDnDto the peak where a retentive rest can mend humiliated castanets and fully bring around an adventuring political party . While there is better Libra the Balance with the healing spells on offer , having long rests play as a reset , which breaks the balance wheel of the overall game . Short and long eternal rest were designed around dungeon delving which many earlyDnDmodules focused on , however with the shift to long campaigns this conception ask reworking .

Perhaps bring in the optional variants from theDungeon Master ’s Guideinto the independent regulation would be a solution . In chapter nine , under Adventuring Options , there are substitute rule that can be used for healing and relaxation . irksome Natural Healing and Gritty Realism could be adapted into a new principal dominion to spend hit die to mend during long rests too , but those rests can only take spot in safe areas .

prospicient rests in Dungeons & Dragons and Pathfinder often serve as a full reset for health and abilities , create it overpowered , but there is a solution .

Key art for Sky Zephyrs, a new 5e supplement, showing three different Spelljammer ships mid-flight, spliced together to appear like one continuous image.

3Death Saving Throws

Bring In Alternatives To Give Downed Players More To Do

Death economy cam stroke are another area that requires updating because , as they presently work , they hook downed players of their means . Death saves are made when a character drops to zero hit points , needing the thespian to roll a d20 to see if they stabilise or die . But that reduces the player to simply sitting and pluck a die each bit , passively watching the game rather than still playing a part in it .

There are some greatalternatives to dying saves inDnD , many of which make function of the enervation mechanic toallow for the downed player to still take part . These keep the player engaged and also open up up some howling roleplay opportunities . Replacing the current principle or even just providing some alternatives can help give the kill player something to do beyond roll a d20 and cross their fingers .

2Fall Damage Cap

Falling From Ten Thousand Feet Should Not Be Survivable

The rules surrounding falling and twilight damage have long beenconfusing and illogical in 5th editionDnD. Currently , a creature conduct 1d6 of damage for every 10 feet it falls , which makes gumption . However , what baffles many is thatthere is a cap on fall damage at 20d6 , meaning that , theoretically , character with over 120 score gunpoint can come through falling thou of feet .

To fix this , there could perhaps be different price categories based on the height of the fall . Realistically a character falling 100 of animal foot will take a lot more damage than a downfall of tens of feet , but the current opinion does not scale realistically to take into account the velocity a creature would peck up as they fell . Dividing the heights into different categories would allow for more realism or , at the very least , removing the damage cap might work .

1Moral Alignments Are Less Relevant

The System Feels Outdated

lastly , moral alignments are something that started out as an intact normal toDnD , determining how a character would act or react to events . However , as time has gone on , the classic nine alignments have become less and less relevant . For some beings , such as celestials or fiends , these alignment are a key part of their indistinguishability and macrocosm ; however , with fifth edition DnD , the average adventuring political party pays little aid to their own alignment beyond the odd magical point restriction .

There are other system , such as beliefs , backgrounds , or personality trait , that attend to the same function as the old , overly simplistic alinement organisation . Going frontwards , Dungeons & Dragonsneeds to make a choice . Either find a way to make the moral conjunction system relevant and useful again or scrap it .

A party of three adventurers around a camp fire in Dungeons & Dragons.

DnD Female warrior holds her weapon up as in the background skeletal figures and strange cards appear from starry sky

A Fey Wanderer ranger takes cover in Dungeons and Dragons.

A hag snarls from Dungeons and Dragons

Aftermath of a shipwreck in Dungeons & Dragons.

An adventurer leaps from a castle to a floating tower.

Two D&D party members crouch over a dying third, one holding open a scroll, while enemies continue to attack.

Falling wizard using feather fall in DnD.

A variety of Dungeons & Dragons characters, all different races or types of creatures standing together in a group. A red dragon encircles the whole group with its body and tail.

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