Origins D&D 5E Panel Highlights
  • Origins D&D 5E Panel Highlights


    A few minutes ago I posted pictures of the D&D 5E starter set box from the back and the side. Be sure to check those out. Now, though, I have the highlights of the D&D 5E seminar from Originas Game Fair for you. And an amusing photo of panelists Mike Mearls and Rodney Thompson. Thanks to Chris Tulach for his diligent reportage of the seminar as it happened. [threadcm]http://www.enworld.org/forum/showthread.php?355872-Origin-New-Edition-Panel[/threadcm]





    • What are you calling the game? Official name is Dungeons & Dragons. When we're differentiating, we call it the fifth edition of D&D.
    • No announcements yet on other setting support in RPG products and novels.
    • Rodney's talking about changes from the playtest packet to the final game. Bonus actions - you only get one per turn. "Warlock and sorcerer are real things."
    • Warlock is a blend of 3E and 4E warlock. Has spell slots with scaling spells. Sorcerers use sorcery points, and can use metamagic to modify spells. Can convert spell slots to sorcery points and back. Wizard has more persistent ongoing spells, sorcerers and warlocks have more "fire and forget" spells.
    • Draconic sorcerer has transformational powers as well as dragon fear.
    • Talking now about different subclasses appeal to different edition playstyles - the Battlemaster fighter is an example.
    • Last three months have been polish. 900 changes made to the PH just from public feedback from alpha playtesters.
    • Mike on product releases. Starter set for Core+ WPN stores July 3, others on July 15. no character gen - Basic D&D for that. Basic D&D (out in July) going to have player info and rules at first, expanding to MM and DMG materials a little later on.
    • "PH, MM, and DMG are more like advanced versions of the game."
    • Mike wrote a sidebar on THAC0 for the DMG! DMG will be more like a "hackers guide" to the game.
    • Monster stat blocks will reference spells, but otherwise should be self contained. Mike walks into the audience to show an example stat block from the MM.
    • Mike talking about process of change for the game. Using constant specific feedback from the community to adjust. D&D will be more of a living game and a conversation rather than Wizards dictating what the game should be. Starting next spring, surveys will go out to assess how rules elements of the game are faring. Changes will be reflected in future products.
    • Trap discussion - traps are more narrative and situational rather than a proscribed challenge system. Examples in the DMG.
      Five damage levels for traps in the DMG to help DMs determine trap deadliness for the tiers of play. Traps are treated more like hazards or terrain features rather than a monster.
    • High level gameplay should be faster due to bonus action rules and concentration mechanic for spells. Multiple things slowed down D&D high level play; addressing it from many subsystems. Esp. battlefield effect complexity.
    • If you want to play a less complex wizard, play one from Basic D&D. Great for a new player that wants a wizard.
    • Cantrips are like at-will spells, so casters will always feel like casters.
    • Downtime activities will be PH. More complex & optional downtime activities will be in DMG. Good way to spend gp. You can use downtime to find where magic items are, and adventures to obtain them. Downtime activities in the DMG create stories that can be seeds for adventures. Going on a crime spree, etc.
    • Crafting for magic items? It is an optional element that should appear in DMG. Must possess schematic or formula to craft.
    • Hoard of the Dragon Queen levels 1-8. Rise of Tiamat levels 9-15.
    • DMG has more optional stuff for combat. Flanking, using characters as weapons, friendly fire, lingering wounds, etc.
    • A few varieties for many characteristic monsters in the MM. Enough to help inspire the DM to create more variations.
    • Comment from the audience: Trapdoor's "Morningstar" demo is excellent. Great enhancement that focuses players on the game.
    • You can approach monster design from a mechanical perspective, or just build it narratively and then adjust numbers.
    • "Spoiler alert for the Starter Set: don't fight the dragon." - Rodney.
    • Adventuring is based more around the day. More forgiving for smaller groups.
    • Other starter adventures? The DMG will have Daggerford, including updates as a result of D&D Encounters play.
    • How long is the Starter Set? About 20 hours of play, give or take depending on your groups' style.
    • Beginning of the new edition design, R&D started w/ iconic adventures from all editions to influence the core of the game.
    • Adventures highlighted idea of the three pillars of game: exploration, interaction, combat.
    • How many adventures? Tyranny has two adventure products, Starter Set, DMG, and lots in D&D Adventurers League. More adventures in the future - products focused on story and driving campaigns, less of a "splatbook" approach.
    • Minis? Themed to adventures and story. There will be signature minis for the storyline, hitting the high notes. Minis use amongst players is about 50/50.
    • DMG has options for creating your own skills.
    • Bonds, traits, and flaws drive roleplaying.
    • Tension between flavor and mechanics: The core books lean a little more towards flavor.
    • Player could pull apart the subsystems to hack the game a bit.

    There was also a DM panel, which followed.

    • From the DM panel: Anything that lets you create things will be in the DMG
    • How to play videos are on the way, probably after launch.
    • Demons - locked in the Nine Hells. Need mortals to help release them.
    • DMG has planar information.
    • Exploration focuses on learning about the world. There is structure you can use to aid presenting exploration in rules.
    • Game blends all 3 pillars - combat, exploration, and interaction. Each class has ways to speak to all of those pillars.
    • The game is faster, more balanced, and more flexible.
    • Game leans more on the DM making judgment calls. Once you understand difficulty of tasks, it speeds play considerably.
    • Alignment exists, but has no mechanical impact. Focus on personality traits, bonds, and ideals.
    • Personality options in Basic D&D. More in the PH.
    • Eldritch knight is a fighter subclass with spell casting. You can stack spellcaster levels if you multiclass with wizard
    • If you wanted to build a swordmage, multi fighter (eldritch knight) / wizard (abjurer) would be good.
    • Tyranny of Dragons set in the Sword Coast in the Realms.