Should you buy the new (2024) D&D Player’s Handbook?
Note: I have now managed to get my hands on a physical copy of the Player’s Handbook (I wanted to support a local store) and I am impressed. The font size is good, clear and legible. Most things should be easy to find at the table. The index is in a larger font also. The one quibble in that conditions are not described together, they are individually listed in the index and if I was using this at the table, I would bookmark page 363 of the glossary (where conditions are listed and enter the page numbers for each one by the listing.
If one is a new player and do not have the existing books then it is pretty much a no brainer, this is the version if one wants to play official D&D, there are alternatives like Tales of the Valiant from Kobold Press or Advanced Level UP 5e from EnWorld Publishing. I would also be of the opinion that that the classes from the 2014 version of the PHB (Player’s Handbook) would work mechanically alongside their 2024 counterparts, though a player playing a 2014 version of a class alongside a 2024 version of the same class may feel that the older class is not as competitive or flexible as the newer class. This is especially true of martial classes and the new martial feature of weapon masteries.
What is included and how does it compare to the 2014 version?
The 2024 Players Handbook (PHB 2024) gives roughly the same information as the 2014 version and in a similar order, its style is a lot terser, and the order of some elements are changed and are more complete in the order they are presented. For example, in the 2014 PHB the introduction has a short couple of paragraphs describing the basic game play loop: the DM describes the scene, the players state their intentions, actions are resolved and results narrated. The rules for this in the 2014 PHB are referenced later and spread over 3 chapters.
In contrast, while the 2024 PHB opens similarly with a brief reference to the origins of D&D and then launches into a description of what you need to play, how the book is structured, a quick reference to the broader published D&D multiverse and what is new in this book. It then covers how to play the game, covering the basic concepts and terms with a note to reference the Glossary at the back for more information. The remaining chapters cover, Class descriptions, Origins (species and background), Feats (special abilities) and Spells in that order. The whole this is pretty tersely written and while the basic flow is clear enough, there are places where a group (or DM) is going to read the rules and when they are putting it all together, find that the rules appear to allow some interactions that they may have trouble justifying in the fiction. Then they are going to have to make a judgement call as to how to interpret that or even rule out certain outcomes. There are a few places where I feel a few more words in the description of something would have made this a bit clearer.
These are not rules that can be blindly followed and have a satisfactory experience. I am not even sure that its possible to write rules to a game as complex as D&D and achieve such a thing but there have been editions that made the attempt. I think that this make the learning experience better and simpler than before and most thing are in one or two places, the relevant chapter or in the Rules Glossary. One example of the ease of use is that spell lists specific to classes are now in the class descriptions. In 2014 the spells that a class had were in the spells section. One of the downsides of this, is that conditions (usually debilitating effects that characters can suffer, like “stunned” are defined in the glossary section and are not listed separately. I would advise that that if playing from the physical books to make a cheat sheet listing the common conditions.
There are no default gods listed, and the book has been stripped of most anything that could be construed as a default background. It would appear to be Wizards of the Coast’s policy now to make setting separate from the players handbook. It will be interesting to see how Wizards handle this going forward. Will they do setting books or will they add more setting material to adventure books.
Thoughts
Overall, I believe that this is one of the best versions of the Player’s Handbook ever, clear, concise and everything should be easy to reference and find at the table. With the exceptions I have noticed for some rules interactions and things that one might reference often like the conditions. I think that the power level of the classes is higher than the 2014 average but that many groups could play with both versions without much issue. Old adventures should run satisfactorily though the DM may want to change the boss fights to account for new abilities. It will be interesting to see what the new Monster Manual brings to the table.
One of the areas where I have a real issue with the new book is in the backgrounds section. I believe the given list of backgrounds is limited, in part because not all origin feats are of equal utility. Some are much better to have than others, depending on the campaign. I believe that the game would be much better if it allowed custom backgrounds explicitly in the Players Handbook instead of an option tucked away in the Dungeon Master Guide. There are explicit instructions on how to use backgrounds from other books in chapter 2 and this is referenced in the backgrounds chapter. It is easy to infer how to create a custom background and I think it should be the default but consult with your Dungeon Master.
One sidebar that I feel is missing is an explicit callout to subclasses. Each Class features list as a sentence at the end of the Level 3 Subclass feature that says (for the barbarian class), “For the rest of your career, you gain each of your subclass’s features that are of your Barbarian level or lower”. This is the only reference to allowing older subclasses to be used in the game. I think it could have used a more explicit call out. There are also a few rules interaction that if taken too literally can lead to some rather silly places, the stealth rules are a particular example of this. There are also a few spells that are open to broken exploits I would refer the reader to Treantmonk’s Temple on YouTube for more details.
Overall
If you are perfectly happy with the existing rules there is little reason to change here. This is a variant of the existing game not a new version. If you are new to D&D I have no hesitation in recommending this book. If you want to refresh and add something new to the exiting rules this could be worth checking out. But you can look before you buy as can check out the free rules on D&DBeyond and there will be an open source SRD in 2025.