24/18 13/10 is standard. The alternative 24/15 running one checker the full distance is clearly worse.
24/18 13/10Modern consensus
The position after 24/18 13/10. The 18-point and 10-point are highlighted.
Why this play
Splitting the roll gets a back checker to the 18-point and puts a builder on the 10-point, so both halves of the position improve.
24/15 looks attractive because it escapes further, but the 15-point is in direct range of three of your opponent's points. Distance matters less than what is aiming at you.
This is a good illustration of why 'get out fast' is not a strategy by itself. Where you land decides whether escaping helped.
The mistake to avoid
24/15. It feels like progress and it is the most commonly punished opening error at club level.
How settled is this? Modern consensus. Computer rollouts changed the standard answer here, so older books may disagree.
Knowing the play and making it under pressure are different skills
Play a rated game and the computer reviews every decision you made afterwards, including this one. The dice are sealed before you move and verifiable after, so what the review measures is you.