Revised kernel versions Dungeons and Dragons The rule books will arrive in 2024, which fans already refer to as version 5.5 of the game. This will give Wizards of the Coast a chance to alter the D&D rules, in order to improve them, after years of fan comments and online speeches.
The new books were revealed during the 2021 D&D celebration. The new D&D The books will be released in 2024, to commemorate the game’s 50th anniversary. All that has been revealed is that the Player Manual, the Dungeon Master’s Guide, and the Monster Manual you will receive new versions. The rules of these books will be compatible with those of the existing fifth edition, so fans won’t have to throw away their current library of volumes. The content in the D&D 5.5 books will be developed with the help of fan feedback, which will be done through polls over the next few years.
The fifth edition rules are robust and contain fewer exploits than previous editions of D&D. This is because the developers have decades of gameplay data to work with, as well as a fanbase that is more than willing to let their opinions on the game be known. the D&D 5.5 books have the opportunity to solve the remaining problems with the fifth edition, in order to improve the game for everyone.
Even before it was confirmed that the fifth edition rules were being updated, there was talk of changing the Ranger class. This was discussed when Baldur’s Gate 3 changed the Ranger, which came with confirmation that plans were in place to change the class in D&D. The Ranger has already received a minor overhaul, with the Beast Master archetype being changed in a Arcana unearthed article, as it was considered the weakest subclass in the game.
Changes made to the Ranger in Baldur’s Gate 3 they were the result of many of the characteristics of their class that were not combined with the video game format, since many of them were linked to exploration and were situational. The ranger in D&D is overdue for full remodeling and to be cemented in the Player Manual. This would likely mean strengthening Favored Enemy, to align it with previous editions of the game; change Natural Explorer, so that it applies to more types of terrain; and giving them a level eight skill better than Land’s Stride.
The history of multi-classification in D&D it is varied, being more viable in some editions than in others. Multiclassing is noticeably weaker in 5e, save for some powerful combinations. The main spellcasters in the game suffer especially when trying to multiclass, as diluting their access to high-level magic is a major disadvantage that is hard to overcome. The current edition of D&D focuses on shorter campaigns as developers and players alike realized that not everyone can run a long campaign. As such, the 5.5 rules surrounding multiple classes shouldn’t be that strict, or at least there should be an alternative option that’s more lenient. If the stories are going to be shorter, then why not make it easier for players to experiment and play with the kind of characters they want, without diminishing their effectiveness in combat?
Tasha’s Cauldron of Everything introduced race rules that offered new options for players. This was the book that introduced lineages and origins. The rules of origin allowed players to ignore stat bonuses in the game. Player Manual and select the ones of your choice, as well as the initial languages and certain skills and abilities in weapons. The lineage rules allowed a player to create a race of their own making, which came with +2 to a stat, a feat, and a choice between dark vision or skill competition.
It wouldn’t be surprising to see the rules of origin fully incorporated into the revised 5.5 Player Manual, with the original stat bonuses offered as hints, rather than set in stone. the D&D Adventurers League already uses these rules for organized play, so it would make sense to fully add them to the game when D&D 5.5 pitches.
In 2020, Wizards of the Coast launched a D&D book called Mythical Odyssey of Theros, which made the plane of Theros Magic: The Gathering in a campaign environment. One of the most exciting new rule additions in Mythical Odyssey of Theros they were mythical traits, which made the strongest monsters in the game even more powerful. A monster with a Mythic trait has basically two bars of health.
Once the player kills a monster with a Mythic Trait, they regain full health and gain new powers. Since then, the Mythic Trait has been used in different campaigns, including Icewind Dale: Rime of the Frostmaiden, but it was used with new monsters. If a revised version of the Monster Manual is cast, then the Mythic trait is likely to be added to some of the existing monsters in the game. Tarrasque is likely to grow into a mythical monster, turning the most terrifying creature in the game into an even greater threat.
The revised rulebooks have a chance to fix many of the minor issues that have plagued 5e over the years. This is the perfect opportunity to alter the fall damage rules, which have never made sense in D&D Fifth edition. The reason for this is that there is a limit to fall damage. A creature takes 1d6 bludgeoning damage for every ten feet it falls, with a maximum of 20d6 damage. 20d6 is a surprisingly survivable amount of damage for a mid-level character, especially the melee fighters in the group. This means that a character can fall out of orbit and move away. The damage cap exists to prevent players from abusing the drop rules, by dropping enemies from a great height and attempting to kill them with gravity. A revised version 5.5 of the Player Manual it’s the best place to change the descending rules to make more sense.