- Shillelagh: agree. The one alternative you did not mention is to always cast it at any time, with the effect of it being active when combat starts, but the DM and maybe other players being annoyed. Maybe this is somthing more for a list of “suggested rulings” rather than a fixed houserule?
- Conjure Minor Elementals yes, that spell’s scaling is too much. However, reducing it to +1d8 for every two levels might make it too weak compared to Spirit Shroud (a 3rd level spell, generally favorable damage types, blocks healing) or Shadow Blade (a 2nd level spell, conjures a light weapon that deals psychic damage). So maybe 1d8 per level instead? Or starting at 2d6 and then adding a d6 per level?
- Hallow I agree, not much I can add.
One thing I would like to add:
- Emanations. As of now they are probably the most broken thing in the new rules. Two scenarios are particulary noteworthy: First, using held actions and mounts and getting carried by other characters on their turns to deal damage over and over again, as the new rules cause the Emanation to apply a damage tick whenever it enters another creature’s space, limited to once per turn. And second, a high-mobility character like a druid wildshaped into an owl can just fly around a dungeon and apply Emanation damage to all creatures in their flight path without them being able to fight back.
We could say Emanations deal damage only once per round, but that 1) does not solve the second issue, and 2) removes any tactical play/team combos to “double dip” the damage. I think I’d prefer simply using the 2014 rules instead, at least until WoTC erratas Emanations in some way. That removes both exploits, while still allowing teamwork to achieve “double-dips”, such as by pushing or grappling and carrying an enemy into the area.
Maybe we should have regular DMs run some 2024 rules games before we start the new season, to test them out and work out what really proves to be problematic in practice?