adventures have changed a lot over the years, and based on everything I've learned about the 2024, there might be a couple more tweaks coming very soon. Early adventures mostly appeared as relatively short published modules, published in a format that more closely resembled pamphlets or magazines. Today, hardcover campaign books that span several hundred pages are the norm, and that shift in length and presentation has been accompanied by streamlining in some respects and elaboration in many others.
I tend to run more homebrew content than anything else, but I've still spent a good amount of time with 5e's published adventures. While they have their ups and downs, there's a lot to appreciate about the best 5e campaigns, from 's rich atmosphere to 's focus on frostbitten survival. Across these diverse experiences, though, it doesn't take long to start noticing some minor points of repetition, and it turns out that having to cover certain bases in every adventure has been bothering the team behind the books.
I've had my hands on a digital copy of the 2024 for a while now, andone relatively minor thing that I like about it is the inclusion of a page on doors. There's nothing groundbreaking in this section, but it lays out all the basics of how a party might deal with a door as an obstacle. From stats that determine the viability of breaking a door down by force to the DCs for picking locks, having a standardized set of information provides a consistent way to adjudicate something that parties are constantly encountering.
D&D's creative director has had a thorn in his side for a decade, but the new 2024 Dungeon Master's Guide finally addresses the root of the problem.
When I had an opportunity to interview 's Chris Perkins and James Wyatt about the 2024, I had to ask about the doors, a prompt that generated an enthusiastic response from Perkins. Having to explain doors in every published adventure has apparently been irking him for the past decade, which is mostly funny
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