Every experienced player ultimately ends up having some gripes about the game, but it only stands to reason that everyone has their own preferences when it comes to design choices. If anyone might be consistently happy with the approach, however, it should be the designers behind the decisions. Still, hindsight is everything, and even Creative Director Chris Perkins can end up bemoaning an annoyance for a decade.
Taken on their own, 's core rulebooks are critical texts for playing the game, but they also feed into everything else that publisherWizards of the Coast releases. Campaign books are defined by what the rulebooks include and exclude, and if something foundational to the average adventure didn't make it into a core rulebook, every adventure is doomed to explain it once again. One mundane concept that the 2014 left out was the workings of doors, and the 2024 finally fixes this lingering issue.
Chris Perkins explained his frustration with doors in an interview with , which ultimately comes down to the fact that every 5e adventure has been forced to offer some advice on how to handle doors. Cropping up repeatedly both in dungeons and outside of them, doors are a constant target of the average party's interactions. While things are simple enough if the key for a locked door is readily at hand, the frequent use of a door as an obstacle means that the party is often using much less conventional methods.
To settle the issue, the 2024 dedicates a full page to doors, and not in the same way as the 2014 book's appendix of random tables. This time, stats and rules are provided to help DMs adjudicate the party's success in opening them. Armor class, health, and DC thresholds for dice rolls determine the odds of brute force succeeding, while a couple more tables and a paragraph-long explanation serve a similar role for locks. Appropriately for surprise-filled dungeons, secret doors are also covered, as are portcullises.
The 2024 Dungeon Master's Guide makes some similar
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