When the new Player's Handbook for D&D 5e was released in 2024, my wife and I began incorporating it into our games almost immediately, and moved fully over to the 2024 ruleset as soon as we could. I find the 2024 core books to be, overall, a big improvement. They don't 'fix' 5e: I have my own personal frustrations with the system, but it wasn't broken. The biggest improvement, in my opinion, is in layout, presentation and organisation. These books provide a better onboarding experience for new players to the game, they are easier to use at the table, and they inspire me to play and run the game.
![]() |
| A beautiful book |
Having had over a year with the system now, I wanted to use this post to talk about a couple of changes from the most recent edition vs the old: Something that's been lost and something has almost worked for me but not quite.
What's Been Lost?
Traits, Ideals, Bonds & Flaws were, to me, one of the best features of Character Creation in 2014. They helped guide towards a simple set of statements hinting towards a 'vibe' for your Character. As a player, I'd often look to these if I was unsure how my Character would react to a given situation. They made sure that your Character was not a blank slate, that you had something to hold on to for role-playing inspiration. They were more important to me than backstory. As a player, I was surprised and disappointed these were gone.
On the other hand, as a DM, I'm not sorry they got cut. Since they were tied to the inspiration system - DMs were supposed to reward players for inspiration for taking action that leant into these traits - I was constantly forgetting about it. Now that I think about it, I'm not surprised, DMs have enough to think about without keeping 4 things in their head for each Character at all times in case a player triggers one of them. For a standard table that's 16 things. No way, haha.
If I were to bring these back, I'd either put it totally on the players to make 'bids' for inspiration based on their traits. For example, if a Character with the Flaw "I can't keep a secret to save my life, or anyone else's" overshares during a tavern conversation with a new friend, their Player might ask if they could inspiration for saying something they shouldn't.
Alternatively but still keeping the onus on the player, I'd be tempted to treat them more like purviews from Break!!. In this case, players would get advantage or disadvantage on Skill Checks where their traits were applicable. So if a Character has the Personality Trait "Nobody stays angry at me or around me for long, since I can defuse any amount of tension.", the Player could point to this and ask for advantage on the Persuasion roll to calm down that hot-headed City Watch Sergeant.

No comments:
Post a Comment