The 2024, the second tome in a trifecta of rulebook revisions, has a lot on its plate. There's no single path to becoming a successful dungeon master in, and attempting to round up all the essentials in one volume requires a delicate balancing act. It's an art that has struggled to perfect in the past, and despite featuring plenty of valuable and interesting information, the 2014 couldn't quite arrange it in a way that made it intuitive for those learning the game.
Fortunately, the 2024 already showed a deft hand at sprucing up the current state of, and the new brims with the same potential. From annotated examples of play to more extensive resources detailing characters and places, a lot of useful new material has made its way in, and most of what was already there is now presented in a more accessible manner. It might be impossible to make a that would fully satisfy every DM, but this one feels a lot closer than the last.
Dungeons & Dragons lead designer Jeremy Crawford talks about the upcoming 2024 Player's Handbook and some key aspects of what it will entail.
interviewed Chris Perkins and James Wyatt, the designers in charge of the 2024, to discuss what the book changes and the process of guiding it toward completion.
Screen Rant:The 2014 had some great material in it, but it was more or less the black sheep of the core rulebook lineup at the time. Were there any unique challenges in bringing this one up to speed?
Chris Perkins: One of the most fun challenges was how we were going to reorganize the book to surface information better. Because, to your point, one of the number one things I discovered over the past 10 years is, someone coming up to me asking why the doesn't cover a topic, and I'd say, but it does. It's right here. But they didn't know that. They couldn't find it. And so, when we were rebuilding the outline for the, we were very careful to try to organize it in a way where it does make the information easier to find, where it feels like an
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