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The Revised Player’s Handbook for 5E and its Future

Cover art by Tyler Jacobson

In assessing the revised DMG and MM, I’ve overall been positive. Not so for the 2024 Player’s Handbook. D&D will be fine, but this PH is not what I desired.

Understanding the Challenge

I write this post with a lot of respect for the design team. I will speak in another blog post about the why of 2024, but the team had an incredibly hard task in revising the 2014 edition of 5E. Aside from anyone’s personal preference – and I say this as a big 4E fan – it is hard to argue against 5E being the finest edition of D&D.

The easy thing, and I still contend it was the best option, would have been to release a 2024 50th anniversary edition set of core books. Add new classic art and revise just those portions of 2014 that were commonly held to have needed work. Then begin work on either 6E or a bigger revision, with the time to do it right, with actual playtesting (more on that, next time).

Imagine you are the D&D team, facing this challenge. You are told to change everything, even the parts people love and that need no change at all. An excellent 2014 class like the Rogue has to be changed, just as much as the Monk. Every word. Every rule, every subsystem. Everything has to change, so as to prove its value. It’s also worth noting that with more than half of D&D players having started with 5E, this is their first edition change ever. And, because new editions result in old products no longer selling, 2024 has to be fully compatible. And because a fully compatible revision means you don’t actually have to buy it, the book has to both change everything and offer something new that feels major, so you will buy it.

Marketing touts each book as being the biggest ever, again, to prove value. I haven’t checked the MM, but the 2024 DMG and PH each have fewer words than their 2014 counterparts. We get larger font and more art, but when it comes to words, we are told we get more and we get less.

The Art and Fantasy Level

We get almost entirely new art. The quality of the art is superb. However, I personally find the artistic style to be ultra-fantastic, too magical, and at times strangely cheerful, to the extent that it doesn’t seem to represent D&D play and the breadth of stories we typically tell in D&D. It doesn’t even resemble the types of scenes we see in the D&D movie! I find 2014 art to be a better capture of actual D&D play, as well as being more grounded and supportive of a variety of power levels and fiction types. For example, casters in 2024 are often levitating while casting a spell… but this is almost never the case in actual D&D.

The new art does capture the rules, especially the classes, in that 2024 leans towards more fantastic features. 2014’s classes and subclasses generally supported most types of fantasy fiction, including low-magic settings. 2024 goes far enough that many class and subclass features would feel out of place in a low-magic or low-fantasy setting. New psionic subclasses and new weapon masteries, for example, all support more heroic play in the style of 4E. It’s unclear why this change was done. It isn’t something fans seemed to be requesting, and no polling was conducted to ask fans about this.

New Audiences

Speaking of 4E, I liked it a lot. And yet, I admire what 2014 did differently. There were clear goals to speak equally to new players and those of all previous editions. There was a deliberate attempt to harness the best rules from 4E, but to move away from its fantastic and almost super-heroic feel. This was a brilliant decision, maximizing the appeal of 5E. The massive growth of D&D was a huge financial success. 2024 should want to continue that, right?

In some ways, it really does. My favorite part of the 2024 PH is Chapter 1: Playing the Game. The book jumps right into teaching the basics of the game succinctly and clearly. The new format where we see an example of in-game dialogue, and next to it is an explanation for the reader? Superb. The term “D20 Test” is also an excellent way to be more concise and easier to learn.

Combat Example in the PH

But in other cases, 2024 is tougher on the new player. Classes really could have used some simplification. The number of features even at level four can be a lot for a casual or new player. 2024 doesn’t simplify classes and instead adds a feat at level one and a more cumbersome Character Origin process, requiring analyzing backgrounds for the right intersection of ability score improvements, feat, and proficiencies. Even when I try to create a quick character, I find this to take a long time and to generally be a frustrating experience. One of the playtest versions had emphasized creating your own background, but the final version of 2024 relegates that to the DMG.

The intent appears to have been to create engagement. The idea is that if you have fun features for your level one character, then you want to master them and use them and keep playing. I can understand that line of thinking, but it doesn’t match the majority of new players I see (and I see more than a thousand new players each year at conventions I help organize). Most new players already found 2014 level 1 characters to be a bit complex – especially spellcasters. I’ve never had a new player tell me they wished their 2014 character was more complex. I would have liked to have seen a level 1 with fewer features, no feats, and no weapon masteries. Then, for those additions to come in at level 3, and for level 3 to be where expert players are encouraged to start. D&D sees too few groups reach level 20 anyway. If the first two levels had been easier, that would my job easier at getting new players to fall in love with the game. It would also appeal to folks who like a faster or more streamlined game, and we see a fair amount of interest in that these days.

At the Winter Fantasy convention this year I watched even experienced players forget to use the features on their high-level characters. I myself struggled with my bard’s nearly endless bonus action options, as well as my many triggered abilities. I kept writing new cheat-sheets to run my character and it was work to both run my character well and do all the stuff I wanted to do (roleplay, support other PCs, engage with the DM, take in the terrain, etc.).

Additions and Subtractions

Weapon Masteries are the new shiny thing. I was in the crowd at the D&D Summit when WotC first announced them. The appeal was massive, and this audience had moments earlier been incredibly angry. Weapon Masteries are candy, and folks eat it up. Both casual and experienced players really liked the concept, and plenty continue to like it after trying it. For me, the candy is a bit too present. Too many Masteries across too many classes, being used every single round, with too great an effect. It can be fun, but it can also be too much (especially juggling weapons to constantly change which Mastery you are using in a round). I would rather there have been a tradeoff, and I don’t really want more things to do in a round, since I generally want players to come up with interesting ideas (jump on the monster’s back, topple the pillar, convince it to join them, etc.). Having too many features locks up player brains and keeps them from seeing other more open approaches to the scene at hand. Your experience may differ and that’s great.

More art, bigger font, fewer words, new Weapon Masteries… something had to go. One of those was Downtime. At the D&D Summit designers had said that Tasha’s and Xanathar’s would be reprinted because those books had so much good stuff that was being brought into the core books. Clearly, plans changed. Very little from those books ended up fitting into the new books. Downtime, which was so good in Xanathar’s, is gone. Instead, we get a serviceable but uninteresting crafting system. The system zeroes in on crafting stuff players want, with very little story and no complications or interesting results. Buying a magic item that turns out to be stolen from a rival? Amazing. Crafting a magic item requiring harvesting something form a strange creature? Awesome. All gone now.

Imagine if the 2024 PH had pulled in Xanathar’s rules for determining character backstory and life events, random encounters by terrain, complex traps, and of course, downtime and rivals. And from Tasha’s, Group Patrons, Puzzle advice, and Sidekicks. Sidekicks in particular seem to be such a great idea for enabling DMs to more easily run games for one or two players.

Art by Craig Spearing

Rules Changes and the Glossary

Rules in some cases are worded more clearly. But this was generally fine in 2014. The few exceptions, such as hiding, have not improved. This is worsened by what at first seemed a great idea: a rules glossary. This runs into the reality of too little space, resulting in some rules being in Chapter One, some being in the glossary, and every now and then a rule being somewhere else. For example, if you read the section on Tools, in Chapter 6, you might think that the DCs listed for each tool (such as DC 15 for picking a lock) are fixed. The general wording at the start of the section sure sounds that way. But if you look in Chapter One, you might find the phrase, “The rules provide DCs for certain checks, but the DM ultimately sets them.” (And if you check out the DCs in the Door section of the DMG, you will find lock DCs can scale by lock quality and this section also fails to tell us whether a DM must use these DCs and only these DCs.)

The glossary is also a problem with Hiding. Hiding comes up because some players will want their character to stay out of trouble, yet always attack. “Can my rogue peer around the door from hiding, attack with advantage, then duck back behind… and, you know, do this in every combat for ever?” Some DMs will say yes, some will say no, and it sure would be great if there was any guidance on this. 2024 manages to be even more confusing on stealth and hiding than 2014 by assigning an Invisible condition that seems not to represent actually being invisible and ends if any enemy finds you. There are other problems too. Stealth is just one example, but in general I don’t find the glossary to be a net positive.

I won’t dwell on the Travesty of Too Much Capitalization, but I will say that I find the gathering of skills into the Search, Study, and Influence actions to be well intended but a hindrance to play. It’s a sound design concept, but one that ultimately gets in the way. Ideally, I want players to use real language (“I look around for clues”) and I want to be the one to decide when using a skill takes an action. 2024 bakes in these skills being an Action, including through features like Feats, forcing a DM’s hand. In play, there are times when I just want to give out information or encourage interacting with NPCs or the environment, even during combat. This is a big negative for me, especially when teaching new players. (Also, the rules impose particular DCs, but those default DCs really limit play and don’t scale well.)

In places, the revisions don’t go far enough. Exhaustion was a problem before, but it isn’t sufficiently improved. The core problem, of becoming too large a penalty too quickly, remains. We can’t use Exhaustion as something a monster inflicts, and a trek through wilderness inflicts, and something a spell causes. The condition is doing too much work and generally falls short for most uses as a result. In a wilderness trek, you are better off as DM coming up with a unique mechanic than using Exhaustion as written.

The Test of Time

When I first looked at the Player’s Handbook for 2024, I really couldn’t come to grips with it. Instead of a full review, I did a question and answer session. The 2024 DMG and MM have issues, as I’ve already covered, but they also seemed to understand the key challenges (make monsters tougher, especially at high CRs; make a DMG DMs are more likely to read and use at the table). The challenge in revising the PH should have been to improve on 5E’s already excellent play. As I spend more time with the PH, I find it does the opposite: it gets in the way of the flow of the game. It can stymie good storytelling, set up incorrect assumptions about the nature of play, and intrude on a scene rather than further it.

I am confident that the 2024 edition of D&D will continue to be fun to play. I’ve enjoyed my games so far. But I am having fun in spite of the PH instead of because of it. I suspect (and will be happy to be wrong) that we will look back on the 2024 PH as taking a step back compared to the advances of 2014. This is the one book that has me already wanting a PH revision, if not a completely new 6E.

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19 comments on “The Revised Player’s Handbook for 5E and its Future

  1. Patchwork Paladin
    April 11, 2025

    This is a really good review, Teos. When the book arrived, I said we need a level zero now — without feats, maybe without subclasses. Looks like we are on the same wavelength.

    • Alphastream
      April 11, 2025

      That makes me happy, because I dig your work so much!

  2. dave
    April 11, 2025

    Great post and I agree on all points! I think it’s a safe bet to say 5e24 didn’t nearly get enough time in the oven, but that is only one of the root issues, clearly the fundamental design and marketing goals weren’t set in the best way.

    Someone recently also wrote they liked a lot of the individual bits, but didn’t like the sum of the parts and I found myself agreeing a lot with that sentiment. Feats are more balanced and making them all half-feats was the right decision imho. The Monk is much improved. Barbarians have more reasons to stay in their class past level 5. Nova damage potential has been reduced, decreasing the chance of lame narratively underwhelming combat.

    I am currently thinking about what ruleset the campaign will use that I hope to get to run later (probably very late) this year and initially I thought I’d use 2024 with some minor tweaks and ignoring stuff like Influence Actions etc. But the more I think about it, the more I lean towards starting with 2014 as a chassis and then very selectively sprinkling my own changes and some bits of 2024 on top of it, using the 2024 PHB as a source of ideas, but not much more. Maybe I’ll nick some stuff for the martial classes. Spellcasters really didn’t need further buffing, though, so aside from maybe tweaking some Warlock invocations and giving some Sorcerer subclasses a few extra spells,I’m pretty sure I’ll keep them in their 2014 forms.

    Anyway, I always appreciate your thoughtful blog posts!

    Having recently begun playing PF2r, my impression is it does what 5e24 tries to do a lot better, so if I want that flavor, I’m getting it there (it’s not something I’d want to run myself). Other changes in 5e24 just remind me of videogames too much, I’m happy to play those on my console or PC, I do not want to replicate that experience at the gaming table.

    • Alphastream
      April 11, 2025

      I feel similarly from the 4E perspective. I am a huge fan of 4E, but I really like how 5E was not like 4E. I don’t want 5E to become like 4E, because I feel that weakens its strengths, if that makes sense.

  3. Richard Rose
    April 11, 2025

    Teos, thank you for this article. A really informative read. I haven’t personally dipped into the 2024 version, as honestly i’m happy with the 2014 version, and everything i’ve seen about the 2024 version hasn’t really done much for me. Your article has confirmed some of my reservations about the new edition also. I watched you and sean on your youtube channel, but haven’t lately, as i thought you’d just be talking 2024 stuff from now on. Will this be the case moving forward, or will you also be talking more generally about the game? Thanks again for your thoughts about the 2024 player’s handbook, much appreciated. (For context about myself, i’m 53 years old. I played 2e in my 20s, stopped for 27 years, then got into 5e during the pandemic).

    • Alphastream
      April 11, 2025

      You know, Shawn and I like talking about all the editions and versions. We do focus on current design, but in this case the design is very similar. You fortunately can’t hear us try to capitalize every word correctly, and we have never been big on systems like Weapon Mastery, so a lot of our discussion should feel applicable to both.

      • Richard Rose
        April 12, 2025

        Ok that’s great to know! I look forward to continuing to tune in 🙂

  4. Richard Green
    April 11, 2025

    Great review, Teos – I feel the same way about a lot of these things on reading the book, but have yet to run a 2024 game. Will see how my Expo playtest goes….

    • Alphastream
      April 11, 2025

      I look forward to hearing about it! And, whether you can actually get an accurate impression. At Winter Fantasy, even seasoned players seemed to only have half-updated their characters.

  5. SwordCompass
    April 11, 2025

    A great (re?)review Teos!

    The art thing is really interesting. I want to be clear (forever in fear of offending some poor artist who did a good job at what was asked) that I love a lot of the individual pieces of art. At one point I actually sat down to count the number of pieces in the PHB that I absolutely loved, and I ended up above 60. So there’s phenomenal stuff here.

    But the reaction I had to a lot of the pieces – aside from “this is super pretty” – was “I don’t understand what it’s trying to say”. Perhaps I have too high standards of art for my “goblin-slaying simulator”, but I look at art, and I want to “get it”. And I can’t help but wonder what exactly the art direction and intention was behind some of the pieces.

    Take even the standard cover of the book – it’s colourful, well-composed, and generally wonderfully executed. But what is the subject matter saying? Is it “in a world where you can be anything, be boring!”?? Aside from the badass sorcerer, every other character seems to be the most generic and boring possible version of a d&d staple.

    And it’s so “human-ish” centric. What’s that saying? “We hate past racist representation of orcs, and we’re totally changing that. But you know, not changing it so much that we’d actually put an orc on our cover though.” Is that what we’re trying to say? I don’t want to dwell on the cover example, but I had this kind of question pop up every few pages, that made me say “ok, it’s pretty, but why is….?” I don’t get this type of “lack of statement” feeling when I look at modern high-fantasy art for high-budget games like Draw Steel or Daggerheart.

    Art aside, I think we’re chatted about the weirdness around the rules/glossary, and I agree with your assessment. The vagueness of the stealth rule aside, even if you do somehow consider it “clear”, you still need to be referencing at least 3 (i think it may be 4) separate pages just to figure out how stealth works. Good or bad, this could at least have been in one place.

    To go along with your Tasha’s/Xanathar’s thought, I still wish that the focus of this PHB had been to bring together and fix everything that had been published for 2014 so far. The “well the old (5e) books are kinda sorta still usable in parts, but not THOSE parts” is weird. D&D24 just feels like it’s stuck in the middle between several objectives, ok at everything, but not fully accomplishing anything.

  6. Michael B
    April 11, 2025

    An excellent review. I’m stuck by how much is “missing” from the new core books compared to their 5e counterparts. I assume it’s because of a “nobody uses that” mentality.

    I’m running a 5e24 campaign and had to crack open XGtE yesterday for guidance in a particular situation because of things that are missing from the new core rules. Not a big deal for me (I’ve been playing since 1981), but for a new player, they would have had no guidance at all.

    I’m happy with many mechanical improvements and additions (Healing spells beefed up, potions as a bonus action, weapon mastery), but this feels like a step down from 5e in terms of content – both in quality and quantity. Don’t tell me it’s a bigger book when it’s because you enlarged the font!

  7. michael j pastor
    April 12, 2025

    “I won’t dwell on the Travesty of Too Much Capitalization…”

    Goodness, Teos, what ever would you do, if you had to read German? Everything is capitalized!

    Wonderful read, as always.

    • Alphastream
      April 12, 2025

      Danke!

    • david
      April 12, 2025

      Not a fair comparison, there are discernible rules and patterns to German capitalization… 😉

      • Alphastream
        April 15, 2025

        I laughed!

  8. Nelson Chandler
    April 16, 2025

    I don’t see the point of complaining about weapon masteries hurting streamlined play when pages of spells exist. They’re basically just cantrips for martials.

  9. Kurt Terfloth
    April 17, 2025

    I DM & play in groups (about 12 players) that have positively transitioned to the new books, and we’re still learning. The swap of race & backgrounds doesn’t impress anyone, not do the small amount of assigned feats – but with the homebrew version allowed, it works much the same. The power curve is up, and we like the additional options – there is more to do, and yes – more to remember, but we’re handling it fine.
    We kind of miss some things, almost of principle (half-races) but reskinning races also proved to work fine.
    The improved rules clarity, rebalancing, and new player onboarding is a big plus.
    That said, I also agree with most of your review.
    And yeah, the cheerful art is a bit weird. I like the DMG better.
    At least they didn’t do the big head hallings again. 😉

  10. Obsidian Man of Urik
    August 13, 2025

    I was planning to write my own review of PHB 2024, and I must say that I found many of my impressions echoed in yours. It is a great review.
    I would like to add dual wielding to the list of issues… Scattered here and there among “Light” weapon properties and feats.

    • Alphastream
      August 13, 2025

      Thanks, and agreed on Dual/Light. It is very confusing. Weapon Masteries and the intention of swapping weapons during a turn, including possibly not holding or using a weapon but gaining a benefit… that’s a mess.

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