D&D (2024) Its The Same Game Right? 5.0 Options in 5.5

My term for it is "mathematical compatibility". Mechanically, it may or may not work, but the underlying mathematics is pretty consistent.

I've just written an article showing one of the unexpected incompatibilities I've encountered using a 2014 adventure with the 2024 core rulebooks.

There's a couple of interactions that may break more than you expect.

Cheers!

I think the reality is, it's up to us GMs to work with our groups to work through things like this and that's probably where it should be anyway. D&D 2024 alone has a bunch of problems home groups probably want to figure out before they hurt their game:

  • Custom backgrounds instead of the goofy background selection system in D&D 2024.
  • No wide open magic item crafting system.
  • A bunch of magic items you probably want to be very careful with like enspelled weapons, viscious weapons, oil of sharpness, and rings of resistance.
  • A bunch of spells and spell interactions you want to watch out for like upcasting summon minor elementals.

So it's in our hands now to fix our own games. Together we GMs can share our experiences and offer suggestions. We had to do this already with weird stuff in D&D 2014 ("please don't summon eight wolves and spend an hour moving them all around") and later books ("how about no twilight cleric or peace cleric" and "Just because Silvery Barbs is on D&D Beyond doesn't mean you can choose it for our campaign").

We need to take our RPG in our hands and quit assuming WOTC's going to magically fix all our stuff. I was pretty sure, when we first heard about D&D 2024, that it would fix a bunch of stuff and likely break a bunch of other stuff. For my own take, I was right. D&D 2024 may be a net positive overall (the jury is still out for me) but that doesn't mean we won't have a bunch of stuff to fix.

That's ok. We love fixing things.
 

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I cannot quote the person in question (and have previously been admonished for skirting around it)

Mod Note:
And yet, here you are skirting around it again. This should not be that difficult to understand and stick by: When folks request, in any manner, that you stop referring to them, we expect you to do so.

To make the point clear, you're done in this discussion.
 

I think Dual Wielding Elven accuracy on high level Champions is weaker than strength-based GWM Champions in terms of damage output.

The third dice is most effective mathematically when the chance to miss is high, which it usually isn't for a high level fighter.

The third dice advantage does let you cash in on the better crit range, but you are only doing 1d6 extra damage with a crit vs 2d6 with heavy weapons.

Finally dual wielding with Elven Accuracy/Vex gobbles up your bonus action every turn.

At high level I probably would put in a vicious weapon for a champion.

Vicious short sword, scimitar of speed, vex and nick.

I tested champion at 12 with flametongue and scimitar of speed iirc.

Dual +2 weapons less min maxed.
 

Vicious short sword, scimitar of speed, vex and nick.

I tested champion at 12 with flametongue and scimitar of speed iirc.

The problem with Vex-Nick is it doesn't work well with Elven Accuracy. Every time you make an attack with the nick weapon you lose advantage. To use Elven Accuracy most effectively you don't want to use Vex-nick, you want two Light Vex Weapons (short swords) and use one of them with a Bonus action. That in turn gobbles up your bonus action and on a fighter it takes away the extra movement you can get from it.

Scimitar of Speed as in the example could give you a 5th attack but then it is 2 attacks a round you won't have advantage on while still using your bonus action.

Someone with a heavy weapon is not facing this limfac, the only time they have a competing bonus action they need for an attack is when they crit or drop an enemy.

In terms of damage, a Viscouos Short sword and Scimitar of Speed is pretty darn specifc and the best you will do is 11d6+5xDex+4 if you use your bonus action every turn. Nominally 67.5 before crits if you take Two Weapon Fighting Style.

For comparison a Viscous Maul with GWM is 12d6+3xprof+3xstrength, so at +5 prof this is nominally 72 and that is without using any bonus actions. Add another 4d6+prof+strength with Hue if you crit or drop an enemy and have a bonus action and that is without a fighting style.

If you count crits, assume every attack hits and every single attack is for some reason at advantage, including attacks following nick, at 15th level you get 83 DPR using Eleven Accuracy with Viscous Short Sword and Scimitar of Speed and 109 DPR using GWM and a Viscous Maul (includes chance to crit, and Hue attack). Add in action surge and 3 more attacks from the Maul, vs 3 from the Shortsword and that lead only grows.

With topple, I think the GWM character is actually getting advantage on a higher percentage of attacks than the character with Vex-Nick (albeit with 2 dice instead of 3).

I am not saying Elven Accuracy is not good, but I don't think it is overpowered in the new rules and not really any better than other high-powered options.

Where I have seen EA work best in play so far (admittedly a relatively small pool), is on a Paladin-Rogue multiclass with a Rapier and Extra Attack.
 
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The problem with Vex-Nick is it doesn't work well with Elven Accuracy. Every time you make an attack with the nick weapon you lose advantage. To use Elven Accuracy most effectively you don't want to use Vex-nick, you want two Light Vex Weapons (short swords) and use one of them with a Bonus action. That in turn gobbles up your bonus action and on a fighter it takes away the extra movement you can get from it.

Scimitar of Speed as in the example could give you a 5th attack but then it is 2 attacks a round you won't have advantage on while still using your bonus action.

Someone with a heavy weapon is not facing this limfac, the only time they have a competing bonus action they need for an attack is when they crit or drop an enemy.

In terms of damage, a Viscouos Short sword and Scimitar of Speed is pretty darn specifc and the best you will do is 11d6+5xDex+4 if you use your bonus action every turn. Nominally 67.5 before crits if you take Two Weapon Fighting Style.

For comparison a Viscous Maul with GWM is 12d6+3xprof+3xstrength, so at +5 prof this is nominally 72 and that is without using any bonus actions. Add another 4d6+prof+strength with Hue if you crit or drop an enemy and have a bonus action and that is without a fighting style.

If you count crits, assume every attack hits and every single attack is for some reason at advantage, including attacks following nick, at 15th level you get 83 DPR using Eleven Accuracy with Viscous Short Sword and Scimitar of Speed and 109 DPR using GWM and a Viscous Maul (includes chance to crit, and Hue attack). Add in action surge and 3 more attacks from the Maul, vs 3 from the Shortsword and that lead only grows.

With topple, I think the GWM character is actually getting advantage on a higher percentage of attacks than the character with Vex-Nick (albeit with 2 dice instead of 3).

I am not saying Elven Accuracy is not good, but I don't think it is overpowered in the new rules and not really any better than other high-powered options.

Where I have seen EA work best in play so far (admittedly a relatively small pool), is on a Paladin-Rogue multiclass with a Rapier and Extra Attack.

Attack with your nick weapon last after vex (assuming it hits).

At level 10 you get inspiration as champion.

Use it on first Vex attack. Super advantage. Every vex attack after that is advantage. If you have a weapon of speed the last attack won't have advantage. 8 attacks with action surge assuming they hit only last one won't have super advantage.

On sorcerer with Innate sorcerer it's sorcererous Burst, scorching ray, or chromatic orb.
 

Attack with your nick weapon last after vex (assuming it hits).

At level 10 you get inspiration as champion.

Use it on first Vex attack. Super advantage.

Like I said, even with advantage on every attack it is not more damage than a Champion with GWM is doing and the GWM guy is using fewer actions to do it.

On sorcerer with Innate sorcerer it's sorcererous Burst, scorching ray, or chromatic orb.

I have not seen that in play, but you are using a Sorcerer to make attack rolls for damage, so I don't think this is going to be very OP.
 

Like I said, even with advantage on every attack it is not more damage than a Champion with GWM is doing and the GWM guy is using fewer actions to do it.



I have not seen that in play, but you are using a Sorcerer to make attack rolls for damage, so I don't think this is going to be very OP.

Sorcerer damage can be impressive but not worried about just danage.
 

Latest in my discoveries of "Oh, that breaks a few things..."

Madness (Short-term and long-term) has been removed from the game. (I understand the reasons they probably did so).

But the mechanics were referenced in Ghosts of Saltmarsh, Dungeon of the Mad Mage, Curse of Strahd, Out of the Abyss, and probably many more.

(I came across this in Empire of the Ghouls, which is proving a fascinating test case of running with the 2024 rules as much as possible).

EDIT: The mechanic is most likely now Mental Stress (DMG 2024, Chapter 3 DM's Toolbox, Fear and Mental Stress). Had to check a few times, and it doesn't line up exactly.

Cheers!
 


I was explicitly assured, by several people, in a thread perhaps a year ago at most, that "compatible" literally did mean just making extremely small tweaks (of the tune "you get feature A at level 3, not level 2" or similar--bookkeeping tweaks, nothing more) in order to directly use all options from 5.0 in 5.5. Moreover, that it would make no difference whatsoever that some people used options from 5.0, and others used options from 5.5, and a few might even use a mixture of options from either one, without issue.

Is it your position that this is not the case, nor has it ever been the case? That, in fact, "compatible" actually means, and has always meant, "you must review each not-yet-translated option with a fine-toothed comb", because there could easily be significant problems due to failing to take into account rules differences?

Because it would be exceedingly useful to me if I could cite this as being not only the current understanding, but that it was always the understanding that "compatibility" between 5.0 and 5.5e merely meant that you wouldn't have to ground-up rebuilding, but would still need to carefully review for the possibility of game-harming consequences. That would, in fact, be something I would eagerly accept and run with--should you really mean what it seems you are saying here.
What is your stance regarding magic the gathering editions?

All cards are compatible. But due to some rules changes, some cards became way more powerful...

Edit: sorry. I did not read the moderator post.
 

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