D&D (2024) D&D 2024 Rules Oddities (Kibbles’ Collected Complaints)

I see nothing wrong with this. We need more shield bashing for Sword n Board.
It’s not that you can shield bash. It’s that you can have a shield in one hand, a scimitar in the other, and a second scimitar sheathed on your belt. Then you can attack with the scimitar, sheath it as part of the attack action, and then attack with the other, drawing it as part of the attack action.

This is an obvious bug in the interaction between the wording of the rules for the attack action (which allows you to draw or stow one weapon whenever you make an attack as part of the attack action - a much cleaner rule than the 2014 free item interaction per turn IMO) and the Nick weapon mastery property (which allows you to make the extra attack of the Light weapon property as part of the attack action instead of as a bonus action). This quirk of the wording enables a number of weird weapon swapping tricks, because it gives you one more draw/stow per turn than the designers were likely counting on.

On the bright side, it’s very easy to shut down by simply saying you can’t draw or stow a weapon as part of the attack with the Nick property, and it’s also not particularly overpowered, even if it is a little silly.
 

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Based on the copious feedback the list got from various places after reaching a bit of a wider audience that I was thinking about originally, I've made some updates to make it a little bit more clear, and divided it into four categories:

"Actual Mistakes" are things that, major or minor, are just mistakes that should be errata'd in the future; these are rules that almost certainly don't function correctly. "Rules Oddities (Probably Mistakes)" are things that seemed to be intentional changes, but have probably have unintended consequences if used as written. "Things I Sort of Hate" are just things that are either obnoxious in the course of play, massively powercreep the players, or otherwise are changes I think make the game worse. Lastly, "Carried Over Problems" things they either tried and failed to fix, or didn't try to fix at all.
https://old.reddit.com/r/KibblesTasty/comments/1eoxg8f/summary_of_dd_2024_rules_issues/

To be abundantly clear though, I'm not an advocate for these exploits. I typically DM the game, and I make content for it as a living. I evaluate rules from a player point of view, because I want to know how the players will think the rules work when they read them (or, perhaps more likely, hear about them online, through forums like this, social media, or YouTube videos).

Just to take an example, the whole reason Legendary Resistance exists is in 5e so the DM has a built in way to say 'nope, the big boss monster is not paralyzed and the fight is not over yet' (love or hate Legendary Resistance, that's its intended function). So that the new rules give you, for example, a way to paralyze a monster bypassing Legendary Resistance without exploiting any interaction (and using everything as designed and how the player would think they work reading their abilities, if possibly by oversight) is something I (as a DM) would want a head's up on.

Thanks for all the thoughts and feedback, and feel free to let me know if there's anything else that should go on the list in the context it exists. Think less of is a manual of rules exploits, and more of as a lighthouse to rules hazards.

Or, to save people here the trip reddit:

Actual Mistakes​

  • Stunned Movement. You can now move normally while stunned. This almost certainly not intended, because if you look at Monk stunning strike, passing the save makes you move at half speed, while failing the save doesn't effect your movement. They clearly thought writing that that stunned made it so you cannot move like in 5e 2014.
  • Poisoned Misses. The poisoner feat triggers the poison when “they take damage from the poisoned item” and lasts “until you hit”. This means you can use it is with a Graze weapon, and then give yourself disadvantage to spam miss the target while dealing damage with the weapon. This is not actually a good tactic in most cases, just an error in how it is written that leads to something silly.
  • Somatic Components. It is no longer clear if you need a free hand to cast a somatic component. They removed the word ‘free’ from ‘free hand’ in the previous wording. This was a very weird interaction previously where you needed a free hand if the spell had no material component, but did not if it did, since you could use your arcane focus hand for somatic components only in that case. It’s not clear if they fixed that or not, and if they did they made it meaning you never need a free hand for them, which is probably not the intended due to the wording of War Caster.
  • Not True Polymorph. True polymorph no longer ‘works’ since you transform back when you take a long rest, since True Polymorph uses temporary hit points, and those go away on a long rest. Makes the permanent part pointless.
  • Otto's Strange Rules. For a creature with immunity to being charmed, it is better for them to fail their save against the throw against Otto's Irresistible Dance then succeed, because the "on a successful save" part makes them dance comically for one turn ignoring charm immunity, but the the "on failed save" part doesn't do anything to creatures immune to the Charmed condition. [Since a target can choose to fail a save now, you can actual bypass this mistake if you know ahead of time how it works, but its clearly not intended]
  • Goliath Grappling. Powerful Build gives you "Advantage on any saving throw to end the Grappled condition". This does nothing, as you don't make a save to end the Grappled condition, you make Strength (Athletics) or Dexterity (Acrobatics) check. You only make save to avoid being grappled in the first place. Which, yeah, I can see how they got confused there!

Rules Oddities (Probably Mistakes)​

  • One Handed Dual Wielding. You can do dual wielding or two-weapon-fighting with one hand, as they removed the wording that requires you to hold the second weapon with your other hand. You can do TWF with a shield.
  • Multiple Weapon “Dueling”. Due to the aforementioned rule above, Dueling is just a directly better Fighting Style for TWF than Two Weapon Fighting, unless you are using the Nick + Dual Wielder combo to get 4 attacks at level 5. This suggests the one handed TWF was not intended.
  • Opportunity Shoves. You can now make opportunity attacks against your allies, which can be replaced by the shove action. This means you can shove an ally as they leave reach, essentially gifting them 5 feet of movement and sometimes making them avoid opportunity attacks. This is almost cool, but if this was the intention they really should have spelled it out in the opportunity attacks to avoid this being a ‘hidden’ feature. This starts to get out of hand with other interactions though (using allies bowling balls, using spirit guardians as a cheese grater, etc).
  • Buff Slap. The above combined with War Caster means that you can now cast a buff on your ally as an opportunity attack. This is again a thing where that is ‘almost cool’ but between it not being spelled out by the feature that raw power of getting a free action to cast a fully leveled spell such as Haste or Polymorph with no action economy is extremely overwhelming for a feat that was already one of the best, and that has been buffed by making it half feat.
  • Allied Bowling Balls. If you shove your friend into an enemy's space, you can force them to end ‘a turn’ in their space, which causes both creatures to fall down, or the smaller creature to fall down if one is larger. This means you can always knock down a creature smaller than one of your allies (like your summoned horse), without giving them a save/check or with any drawback; you can even knock down whole groups of enemies this way.
  • Shield Toggling. You can equip a shield every other turn when using a two-handed weapon, due to removing the action to equip a shield.
  • Nick Attack Stacking. Can do 4 attacks at level 4 across 4 different weapon masteries. Easiest way involves Light Weapon with Nick + Dual Wielder, since those stack and you can do both attacks. Stacking multiple effects that need to be tracked, triggering multiple saves off their attacks. Can even mix in a shield with its own free slam action once you get more feats.
  • Irrelevant Reloading. Due to the new weapon swapping rules (you can draw a weapon as part of each attack), the loading property is mostly irrelevant, since you can just draw a new crossbow for each attack (shoot, sheath, draw shoot, object interaction to sheath, draw shoot). Works up to 3 attacks, breaks down after that with a heavy crossbow/musket, but most people don’t have more than 3. Hand crossbow/pistols are easier if you use both hands with them. This just seems to be a mistake between the interactions.
  • Magic Action Clarity [Hallow as an Action]. How certain effects work with the Magic Action is very unclear. It seems like you can cast Hallow as an action using Divine Intervention (which automatically works); if this works, this is completely broken, but it's mostly just unclear if it works. It seems like in some cases they wrote 'as a magic action' thinking that was on '1 action' and in some cases they didn't.
  • See Hidden Creatures. See Invisible can automatically see hidden creatures, as the rules for being Hidden just make you Invisible… Maybe, the rules here are somehow more complicated and less clear than they were in 5e 2014; they tried to clarify being Hidden as being Invisible, but in almost all cases it is not actually Invisible.
  • Putrid Paralysis.The Undead Spirit Putrid form automatically paralyzes poisoned creatures on hit with no save. This was already a problem in 5e, since the putrid spirit has a high DC AoE con save vs. poison every turn, but at least they needed to fail that, and fail another save on hit. Now you can poison with Ray of Sickness with no save (or Quasit attack for Pact of the Chain, which poisons on hit without a save now), hit them with a Putrid Spirit, and Paralyze any boss not immune to poison (or paralysis) indefinitely with no save bypassing legendary resistance. Over and over.
  • Double Dipping. Some ongoing areas of effect spells work when you enter them and at the start of your turn, this means characters shoved into the effect are subject to its effects twice before they go. This means it can be better to ‘miss’ them if another creature can knock them into the effect, as now they’d have to save twice.
  • Spirit Grater. Spirit Guardians now works like it does in BG3, where moving it into someone damages them immediately (rather than waiting for them to start their turn in it). This isn’t necessarily a bad change in principle, but means that Cleric is now incentivized to run around hitting as many creatures as possible. Where this becomes problematic is the new allied shoving rules, as now you get a lot of value from moving the Cleric in and out of effects on turns other than the Cleric’s turn, leading to very cheesy behavior with mounts, shoves, etc. It is ‘once per turn’, but that can be ‘once per each player’s turn’ when combined with a mount that carries two people or shove mechanics.
  • Infinite Armor of Agathys. Armor of Agathys now works with temporary hit points it didn’t create. This breaks at several points; Fiendish Vigor (+False Life changes) makes this extremely powerful at level 2, Polymorph being >100 temp hp at level 7+ makes this extremely strong, Dark One’s Gift at higher levels means you can kill an unlimited number of weak creatures with reflect (the only actual ‘infinite’ situation I can think of, though in a specific niche).
  • Giant Insect Boss. The web bolt of the Giant Insect summoned creature is a spell attack that reduces the speed of the target to 0; with no save, no size limit, and multiattack.
  • Double Cast. D&D 2024 attempts to clarify that you can only cast 1 spell per turn (preventing a bonus action leveled spell + action spell leveled) but did so by defining if you spend a spell slot (likely to avoid screwing all the elves they keep giving misty step as race bonus), but this unlocks the door for Spell Scrolls and Mystic Arcanum and other effects that don’t technically cost a spell slot to bypass it.
  • Math Breaks [Conjure Minor Elemental]. The math on some spells just break down. In general, spells should not scale with multiple dice when you cast them at higher levels. The most obvious example is Conjure Minor Elemental; it’s a high level somewhat specific issue, but there is just no reason math should get that broken.
  • Frightening Fey. Conjure Fey's summoned Fey creature frightens creatures on hit without a save, and makes them frightened of both you and the spirit (which cannot be killed), and can teleport, making it easy to put it on the far side of the creature of you. This means the creature cannot move in either direction and has disadvantage on all attacks (and cannot save against this effect at any point, so legendary resistance doesn't help).
  • Familiar Conditions. Quasit poisons on hit with no save. Warlocks of Pact of the Chain can attack with a Quasit with their bonus action. On its own this merits a nitpick, but combos extremely well with Summon Undead for no save Paralysis every turn. Sprite can do charmed this way, but I haven't found a way that matters much yet. PC summoned monsters working this way causes a lot of problems. Pseudodragons can poison with your spell save DC, which makes the 'fail by 5 more and fail unconscious' rider a possibility.

Things I Sort of Hate​

  • Toppling Tedium. Topple triggers a saving throw on every hit. This isn’t a game breaking bug, but is extremely obnoxious. This means that with PAM + Shield Master at level 8 (using quarterstaff), you trigger no less than 4 saves per turn, every turn (or 6 with action surge). And you have to wait for the save after every hit, because you get advantage if they fail. Just extremely tedious in actual testing (where I discovered quarterstaffs are a 1-handed topple weapon and shield master shield slam doesn’t take a bonus action).
  • Roadkill Ragdoll. The Grappler feat now removes the half speed while grappling a creature, which leads to a lot of problematic interactions. If a Monk grapples a creature (which they do with Dex now; and can do with their unarmed strikes made as a bonus action) a creature near a spiked growth spell it can deal 32d4 (at level 5, scaling up to 48d4 by tier 4) by dragging that creature back and forth along the edge of it. There’s other ways to break this, any character even without a speed boost can use it do 12d4. Flying, running up walls, or any other number of ways this can be used have this drag a creature extreme distances, often doing massive damage.
  • Bonus Illusions. Illusion Wizard with Minor Illusion as a bonus action effectively makes you unseen every turn by putting up fake total cover you can see through.
  • Defensive Duelist. Is very powerful, applies to all melee attacks, like Shield (the spell). At +2 it isn't that crazy, but by the time it is +6 every turn it is extremely powerful; even +2 is fairly powerful, since it is every turn.
  • Weapon Mastery. Getting Weapon Mastery as a feat sort of invalidates niche protection of martials.
  • Stacking Slows. Stacking different slows is too easy (ray of frost + slow weapon mastery, etc) making keeping enemies range indefinitely.
  • Best Cantrip. True strike is pointlessly good (doing more damage than any other damage cantrip. With Bladesinger or Valor Bard, this is also just extremely good. It can be a melee or ranged cantrip, deals a very good damage type. Has everything going for it.
  • Unreasonable Suggestions. Suggestion removing the ‘reasonable’ requirement just makes a silly spell sillier.
  • Mirror Image. Mirror Image is now ridiculous on high AC casters (since the mirror images share your AC)
  • WotC is clearly making fun of Rangers. Divine favor not being concentration while hunter’s mark is objectively funny but terrible design.

Carried Over Problems​

  • Light Hammer Taps. Despite being literally less than a centimeter from Hand Axe on the page, they are still for some reason 1d4 to a Hand Axe 1d6. They changed Trident… Why did they leave this one?
  • Martial Exhaustion. Exhaustion mostly affects martial characters still. The obnoxious part is that this was fixed in the UA, and one of the few changes I adopted into my 5e games, but that was removed from print, as it no longer affects spell save DC. They could have wanted to avoid a floating modifier to spell save DC… but they add one of those into the game that gives them a +1 to it on Sorcerer, so that’s not it.
  • Find Point. Find Traps is somehow very slightly worse. It still doesn’t find traps.
  • Unbreakable Magical Forces. Wall of Force and Forcecage can both still not be dealt with by anything besides certain powerful magic or specific abilities.
  • Animate Dead. Animate Dead is still there and still weird. Either make it more usable or remove it.
  • Repelling Blast. Still still not 1/turn. Feels like we learned that lesson with the other previous new EB Invocations (Grasp, Lance, etc) being limited to 1/turn, but clearly that lesson didn't take.
  • Heat Metal. Is somehow the same (removes the infinite range, but not the save-less disadvantage).
  • Druidic Alphabetization. We can only assume the the druid skills are organized by the druidic alphabet, because they are still not in alphabetical order in English (much to the annoyance of a friend of mine... he knows who he is!); for people like me (and apparently WotC) that cannot figure out it... Arcane, Animal Handling
 
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I suspect opportunity attacks against allies probably aren’t intended either. At least in the sense that, I don’t think they really considered that anyone would want to do that.
I mean, that indicates an insane lack of playtesting and designers who don't know what they're doing, frankly.

Maximizing success/power is not a hard thing to predict. I hate to praise 3E, but this 100% seems like the sort of thing the designers for that would have considered as possible/likely. Being naive as a designer is never a good thing nor to be defended, imho.

All of this particular stuff screams "We did no playtesting of these changes at all", honestly. I'm sure in reality they did do some, but it seems like maybe they leaned way, way too hard to the very limited results they allowed for from the surveys. There's a lot of stuff here that reminds me of some of the worst mistakes of early 4E. But 4E was designed around rapid patching and updates. 5E so far has been explicitly designed around absolutely no errata at all if at all possible, and has done like a handful of balance changes at all. Even to fix/clarify this they'll basically need more "real" errata than 5E has even had so far.
 
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An optimized grappler was more likely to succeed a check in 5e 2014, absolutely. But they were a lot less likely to make a check.
If you built to grapple, you where going to grapple nearly every turn.
Due to a lot of changes and feats, Grappling is a lot more prevalent;
The ceiling has been lowered, and the floor raised. Yes. True for the majority of things.

Let me go though the list.

One Handed Dual Wielding / Multiple Weapon “Dueling” / Just So Much
RAI: need to be using 2 hands to two weapon fight. The intention is clear and they said as much in the reveal article.

Stealth
RAI: harder to determine exactly, but presumably "find you" is supposed to include "when you lose cover".

Poisoned Misses:
RAI: poison ends when you deal damage.

Light Hammer: still a d4

Irrelevant Reloading: you could always drop the weapon and draw another.

Roadkill Ragdoll (Cheese Grater): this got a nerfed, but still really powerful.

Putrid Paralysis: exactly the same.

Martial Exhaustion: exhaustion never affected save DC.

Find Traps: same.

Unbreakable Magical Forces: force cage got nerfed.

Somatic Components: dumb rule is still dumb, and will still be ignored.

Minor Illusion: you could always hide behind illusions.

Suggestion: not really any different.

Animate Dead is still there: yes.

Stunned Movement: hard to say if this was intended or not.

Giant Insects. Better than before, but still probably too strong.

Conjure Minor Elemental.

Hallow with Divine Intervention: You could already do this with Wish, but bringing it down a few levels is potentially an issue.

Spirit Grater: you could always push enemies in and out of zones. But being able to push the Cleric around is certainly odd. Though I don't think it's better than just attacking.

Allied Bowling Balls: you still need to be 2 sizes larger. Shove doesn't change that.

Shield Toggling. You end your turn without a weapon.

Opportunity Shoves / Buff Slap: these are fun teamwork. Possibly not intended, but not a problem.

See Hidden Creatures: see invisibility is a niche spell. Giving it a little more power isn't bad.

Double Dipping: this was rampant in 2014, but fixed for 2024.

Infinite Armor of Agathys: seems like this is an intentional buff.

Double Cast: seems fine to me.

Defensive Duelist: needed to scale

Getting Weapon Mastery: no idea what you mean by niche protection. 2-handers should do more damage.

Stacking different slows: always been easy to immobilize with teamwork.

True polymorph no longer ‘works’: it needed a nerf.

True strike: does more damage, but you lose any additional effects.

Repelling Blast: is nerfed (though i don't think it needed to be.

Heat Metal: fixed the cast and run exploit.

Mirror Image: slightly buffed but a lot easier to use. Now just absorbs 3 attacks.

Divne Favor: it's fine. Hunter's Mark does 40% more damage.

The list is not a review, its a list of compiled complaints!
It's nice to have it compiled. Thanks for that.

But half the complaints are about things they didn't change. And I disagree with most others.
 


Putrid Paralysis: exactly the same.
It is not the same. In 5e 2014, Putrid form of Summon Undead triggers a save against Paralysis when it hits a Poisoned Creature. In D&D 2024, it does not trigger a save, it just automatically paralyzes that creature. This matters as you can now bypass Legendary Resistance using it to Paralyze any boss not immune to poison purely through attack rolls (using other things I address that Poison on hit without a save, and can be done the same turn). This is almost certainly not intended for a 3rd level spell to invalidate Legendary Resistance, but that's just where we are with the rules; I can only speculate as to their intentions in the changes and how many of the interactions they foresaw.

I'll refrain from going through all of them as that seems like an infinite feedback loop waiting to happen, so I'll leave the rest as reasonable folks can disagree! TTRPG rules have spilled more than enough digital ink over the years due to that.
 


This matters as you can now bypass Legendary Resistance
It's not the only way to do that, but fair. I didn't catch the change.
I'll refrain from going through all of them as that seems like an infinite feedback loop waiting to happen, so I'll leave the rest as reasonable folks can disagree!
Agreed. Most of these these are options.

And your second list is a lot closer to mine anyways. So a fair amount of common ground was reached.
 


Even if they are riding an elephant?

In 2024 a DM can limit the shenanigans just as easily.

And say that TWF requires two hands.

And that stealth breaks when you leave cover.
I disagree with that last one (I mean, you can rule however you like) but I think that one of the intents of the (clearly messy) new stealth rules is worth preserving: The idea that you can leave the cover, and sneak up on a guard, or move to a different position (crossing line-of-sight without anyone seeing you do it. I think these things are a good thing, and intended. YMMV, but I think that it's fine that "stealth breaks when you leave cover" MOST of the time, but it depends on what's happening in the story.

If you're dancing in front of them thumbing your nose, yeah, you just broke stealth. If you're creeping up on an unaware target, then no. But of course, you do what you like.
 

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