Mike Mearls: A Paladin, Ranger, and Wizard With Arcane Tradition Walk Into A Tavern

After Gen Con and the release of the second Open Playtest packet, I had a third opportunity since December to ask Mike Mearls, Lead Designer of D&D Next some more questions. I want to thank him for taking the time to answer with such detail, and I want to thank Wizards of the Coast for being so gracious as to extend me the opportunity again. Thanks also to the readers of my D&D coverage for submitting your questions and opinions. I hope you enjoy and can't wait to read your comments.

I am a D&D fan of all editions and can see elements of each in the Open Playtest material as well as a lot of new ideas, such as advantage/disadvantage. The feedback that you have received from the playtest so far does it suggest that the fans feel that any edition isn’t represented equally? Are you receiving feedback from fans of one particular edition more than the others?

We’ve received feedback from fans of every edition. A lot of people are playing 4E, but many others are playing with the rest of the editions. Interestingly, we’re finding that there are several people in the playtest who have played, or are currently play, more than one edition.
We’re really seeing a broad, diverse group of playtesters. Through surveys, we’ve asked the playtesters what edition D&D Next feels the most like, and the answers were all over the map. The most common answer was 3rd edition, though, coming in at about 30%. I think a lot of that comes down to the core mechanic, which first appeared with 3E.


We’re really not seeing too many edition-based trends in the feedback we’ve recieved. It’s actually somewhat of a relief to see that D&D players, as a whole, have fairly similar desires for the game. Although we have playtesters who play all the different editions, they’re really not asking for radically different things. In fact, based on where things stand now, it looks like hit points and healing are the biggest points of contention. I suspect it all comes down to play styles and what kind of fantasy (heroic vs. gritty) players want out of D&D.


You have said previously in our conversations and elsewhere that you would complete one class before moving on to another class of the same type. I believe the example was not working on paladin or ranger until fighter is complete. Does the release of the warlock and sorcerer class in the new playtest material mean that the wizard is complete?

The wizard is actually due for a major update. We’re planning on adding the concept of an arcane tradition to the class. A tradition reflects how you studied magic and what kind of magic you are skilled in wielding. For instance, you might pick evocation magic as your tradition, making you an invoker. This grants you some bonus weapon and armor proficiencies, plus it gives you a list of invocation school spells that are your tradition’s signature spells. When you cast such a spell, you retain a shard of its magic. Five minutes later, you regain the ability to cast that spell. You don’t need to rest or anything to get the spell back. You studies and techniques allow you to prepare the spell in such a way that you regain its power.


It’s kind of funny, because we thought the wizard was done until we did the sorcerer and warlock. We learned some stuff from those classes and from the surveys that led us to flesh out school specialization into the idea of traditions.

In editions previous to 4th one of the often heard complaints was that the spellcasters, primarily the wizard was more powerful, useful, and fun to play than the other classes, especially at higher levels. Did you use the wizard as a sort of baseline for establishing what the other classes needed to equal up to, instead of reducing it to make the other classes feel more relevant?

It’s a little bit of a combination of the two. Some spells need to be reigned in, specifically utility spells that are too good for their level, spells that are really powerful when used in combination with other spells, and the ease of stocking up on magic items and spell slots to make those combinations possible.


On the other end, there are some simple things we can do, like making sure that an invisible character isn’t as stealthy as a rogue without invisibility. The non-magical classes often rely on bonuses to die rolls rather than the sure things that magic can provide. The rogue in the playtest packet, as an example, is guaranteed a minimum result of 10 on die rolls with trained skills. So, we’re also finding ways to add depth and power to the non-caster classes.

This next question is kind of like part two of the previous question. The fighter Combat Superiority and Fighting Style allow the fighter a lot of utility and options as they advance in level as a class ability. Was this by design to balance the fighter with the wizard and cleric since they just receives spells as they advance in level?

Not really. It was much more answering the desire we saw from players for more round-by-round options for the fighter. The nice thing about expertise dice is that the complexity is in the players hands. We can design a range of options, from a straight forward, knock them over the head fighter, to a fighter who uses more cunning, parries, ripostes, and intricate tactics, to overcome an opponent.

The warlock has the ability to cast a limited number of spells as rituals. In previous editions both paladins and rangers had the ability to use a limited amount of spells at higher levels. Would something like this be considered when designing those classes or perhaps other classes or perhaps be left up to a specialty instead?

Both the ranger and paladin will quite likely end up with spells. Neither class is far along in design, but it’s possible we might amp up the spells a little to make the classes more distinct from the fighter.

You mentioned in Legends & Lore that you’ve never been crazy about sneak attack as the rogue’s defining combat ability. I couldn’t agree more. If you were not going to use sneak attack what mechanic or option would you think could replace it and still make the rogue feel effective in combat, especially to players who have had only 4th Edition exposure to the class and the game? In a perfect world of course.

I think sneak attack is great as an option, but I also want to make archer rogues, rogues who use trickery and tactics to outfox opponents, rogues who are really good at dodging and frustrating enemies, stuff like that, all become possible. The one thing that I dislike about sneak attack is that it turns all rogues into assassins, or at least gets them to act like that during a fight. I think that when you look at rogues from AD&D, and from fiction, they aren’t all skirmishers or backstabbers.


From a design standpoint, it’s actually not hard at all to make that change. We just need to create options that are as strong as sneak attack and let people pick which ones they want.

This second Open Playtest packet brings specific sub-races back to Dungeons & Dragons such as the lightfoot halfling and wood elf. This is great to give players more options to choose from but is the plan to still include all the races that were included in the Player’s Handbook at the beginning of each edition? If so will we see sub-races for tiefling and dragonborn?

We may include the races from the Player’s Handbook(s). I’d like to tie dragonborn into our lore of dragons, Tiamat, Bahamut and such, and I think that I’d also like to bring tieflings back closer to their origins in Planescape and tie them to several possible planes, rather than just the Nine Hells.

The traits that are provided by Backgrounds definitely appeared geared at supporting the other two pillars, exploration and role-playing. For example the Thief’s Thief Signs is role-playing and the Sage trait Researcher is exploration and role-playing. Looking past 5th level, could we possibly see a paragon path or prestige style option to build upon the idea presented in backgrounds and further expands what the characters can do to affect the exploration and role-playing pillars?

One of the things I’d like to explore is adding some options to the skill system to allow players to add more stuff to their character based on their background. Another idea I’d like to explore, especially as we develop material for settings, is to find ways to tie prestige classes and backgrounds together. For instance, maybe the Knight of the Rose prestige class requires the squire background or a special boon granted by the Grandmaster of the knights, along with the completion of certain tasks and such. I like the idea of fusing in-game actions into prestige classes to make them something you earn via your actions, rather than just something with mechanical prerequisites.

Are there any plans to include a paragon or prestige classes to further allow for customization of characters or is the idea just to continue to have specialties grant characters further powers and abilities as the gain levels?

Yes. I want us to explore and hopefully succeed in designing prestige classes as part of the game.

Do you have any plans to include multi-classing and how would that affect specialties?

Yes, we 100% plan to include multiclassing. Some specialties give you a light touch of another class, but the full system allows you to integrate multiple classes. I see this as simply another area where players can choose how deep they want to go into a class or archetype.

The spell descriptions have changed from the statistics and text presentation in the first Open Playtest packet and are radically different than the nearly pure formula presentation of 4e. I think that the pure text description that you are currently using allows for a lot of creativity in spell casting. Was this change by design and if so what were the reasons for the change in presentation?

It was 100% by design, and the intention is to open up spellcasting to more creative options. If we do it right, each spell has two parts. The first portion describes what’s happening in the world, and the second half has the pure mechanics. At some point, as we finish things up, we’ll have to give DMs guidance on how much they want to blend those two things. Some DMs might want 100% mechanics, with no creative casting. For other groups and DMs, driving the action with the story material and flavor is what makes the game interesting. Hopefully, the game sets things up so both groups can apply their approach to spells as they see fit.

In the Character Creation document in the Character Advancement section the text reads, “The Character Advancement table summarizes character advancement through the first 10 levels, not taking class into account. The chart lists feats at 1st and 3rd level and if we don’t take class into account where will the feats mentioned come from? Are you looking at including feats that are selected separately from backgrounds?

Those feats come from your specialty. When you choose a specialty, you basically get a pre-selected list of feats. However, you can mix and match feats as you wish. Some feats have prerequisites that you need to meet, but otherwise you can select them freely.

The idea, though, is to get players to think of that more like building their own, character-specific specialty that has a place in the world. You might pick options based solely on utility or power, but if we do our job right you can look at the specialties tied to those feats and fairly easily create a concept for how those feats fit together to say something about your character as a person.
 
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GX.Sigma

Adventurer
1 OK, 2-3 I can ignore or not use, 4 I don't mind, but 5 - 5 is bad bad bad...

...unless:

- a hard inviolate limit is put on how many classes a single character can ever have (I would reluctantly accept 3 but I'd prefer it be 2), and
- no more than one of those may be a "prestige class".

Otherwise we're right back to the class-dipping insanity that was 3.xe.

Lanefan
What's wrong with class-dipping? I mean sure, if people are exploiting the system to create overpowered characters, that's a bad thing, and hopefully 5e's multiclass tables can balance multiclassing. But if players want to take a bunch of classes to express their character concept, why shouldn't they?

Also, didn't 3.x have pretty strict limits on class dipping? I wasn't around at the time, but -20% XP per extra class sounds crippling.
 

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Li Shenron

Legend
Then stick to the generalist wizard. AFAIK, the "encounter" spell slots are for school specialists only, as a way of mimicking the old "additional spell slot for specialty school".

I think the old additional spell slots were quite boring, and in general 3e school specialization was not to my taste, in fact I soon settled to be always a generalist by the rules even when I was in fact designing a specialist!

OTOH the idea of giving encounter spell slots is even less to my taste... The biggest problem for me (besides the general distaste) is that either encounter powers are kept very very few - but once the can is opened in the game, PCs will be able to stack several options of this kind - or they will altogether be usable almost at-will, unless the length of an encounter is forced-stretched to a large number of rounds as in 4e.

I was hoping for something more imaginative for school specialization, not a "standard" rule valid for all traditions but instead ad-hoc rules for each of them (e.g. 3ed Unearthed Arcana). Surely the first approach is easier for the designers, but the second would mean that the experience of playing an Evoker is significantly different compared to that of playing a Necromancer or a Diviner and so on... which IMHO would wonderfully increase the variety of the game!

PS The part about wizard tradition is the only one that I disliked and worry about, all the rest in this interview look fine and interesting
 
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Minigiant

Legend
Supporter
Yay!
Rangers with spells.

No need to back to town for a healer.
I can stay in the wild FOREVER!

They better not get rid of my Tree Shape ninja move!
 

Steely_Dan

First Post
This is the first time I have been disappointed with their future plans, the only part I dig is Tieflings no longer being of Devilish ancestry only, I like the broader Planetouched deal (I have one of Yugoloth descent as a major antagonist in my current campaign).

Oh, the rogue options sound okay.
 

Ainamacar

Adventurer
So would having a feat prereq have the same problem? Becuse you can play without feats? What about a skipll, we have been toldyou can play without them?


Example: prestige class Emerald Knight, Prereq: feat :fearless and other: Must be chosen by the little blue dwarves...

Can a DM say "My world we dont have little blue dwarves" and still have someone take the class, sure but they nowingly did so.

I thought about whether to address this in the other post, but opted not to do so. In short, I think they probably don't have the same problem, or at least not to the same degree.

The principle effect of ignoring a mechanic is on the mechanics themselves, and that is both necessary and seemly. If one ignores feats then the rule changes, if any, required to restore mechanical balance will probably be no more dependent on roleplaying considerations than the rules were initially. Moreover, ignoring broad rules like feats will tend to affect the PCs in roughly equal measure. Overall, if one minimizes the influence of campaign-dependent elements in the game's mechanics, ignoring one such element generally won't require making the game *even more dependent* on specific elements of the campaign in order to restore mechanical balance.

In contrast, when a roleplaying restriction is used to justify a mechanical element more powerful (or restricted) than would otherwise exist, by necessity the new balance has greater campaign dependence than the same game without that element. A DM might knowingly ignore the roleplaying assumptions (no "little blue dwarves"), and I have no problem with the DM who does so, just like I have no real problem with DMs who de-emphasize balance in the first place. What I object to, however, is a design principle that, in aggregate, ends up creating more work for DMs who do want to pay attention to balance.

Basically, I want the rules to minimally impinge on how I run the game while keeping a semblance of mechanical balance. If I, as DM, ever think to myself "I should introduce a complication for Player A" not because that would be interesting or flow naturally from the situation, but because player A is playing a class with bigger guns only granted because complications are assumed to occur, then the rules are shaping the campaign in a way I find unnatural and a little burdensome. If a lot of game elements are designed this way eventually it might graduate to very unnatural and substantially burdensome. If certain very strong setting assumptions are part of some game's core identity (e.g. the role of magi in Ars Magica) then my objection is lessened with respect to related areas in that game.

So, when roleplaying considerations are included in a class, but have no impact on mechanical power, I have no complaint. When they are included and have a mechanical impact carefully designed to match each instance of roleplaying consideration in kind (something like FATE), I also have no complaint. What I hate is a tradeoff like "Always helps an elf in need" for a blanket "+1 to weapon attacks" because the first statement can have such highly variable implications. The impact of helping an elf in need should be the esteem of the elves, reciprocal help when needed, extra trouble in the city of elf-haters, or even a gift from the Elven Queen of a weapon that is conveniently +1 higher than the PCs current one. The latter even mimics a mechanical benefit I wouldn't like, but it's OK because roleplaying considerations led to an appropriate roleplaying response.

I hope that adequately describes my perspective! :)
 
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Mallus

Legend
My problem with encounter spells is that I've found them to be the single biggest destroyer of old-school playstyles.
Two things:

1) Doesn't this depend on what the encounter spells are? For example, an encounter-recharging Magic Missile wouldn't exactly "destroy" old-school play.

2) If you use AD&D as the baseline, you'll find that old-school D&D spell casters aren't really resource-poor. It's true they got fewer spells, but they made up for it in magic items. Take a look at the random treasure tables, the items-by-level chart for NPCs, and some of the module treasures/equipment lists for pregens.

Wands, scrolls, and other charged items start becoming common around mid-level (with scrolls being found even at low level). So a caster 'popping off'' some kind of spell effect every round isn't a new thing.

AD&D combat can be swingy and deadly, but in it's default mode, it's not a low-magic game.
 

Mattachine

Adventurer
I much prefer when specialist wizards have either specialty spells on their lists, or when the specialist wizards each get an unusual, different benefit, making them play differently.

Abjuruer: some bonus to saves vs. spells, using dispels/counterspells
Evoker: bonus damage, maybe a specialty energy type
Conjurer: increased duration/durability of conjurations
Necromancer: bonuses when using attacks/skills in regards to undead, maybe get to use a couple relevant cleric spells
Transmuter: transmutation spells harder to resist/save against, gets save bonus to avoid transmutation
Diviner: bonuses to skills, some exclusive scrying rituals
Illusionist: illusions more believable (harder saves), some illusions gain a real component
Enchanter: bonuses to skills, enchantments last longer or are harder to throw off


I'm not a fan of spellcasting rangers or paladins, to be honest, nor was I ever (since AD&D). I am guessing non-casting options will exist.
 

Klaus

First Post
I think the old additional spell slots were quite boring, and in general 3e school specialization was not to my taste, in fact I soon settled to be always a generalist by the rules even when I was in fact designing a specialist!

OTOH the idea of giving encounter spell slots is even less to my taste... The biggest problem for me (besides the general distaste) is that either encounter powers are kept very very few - but once the can is opened in the game, PCs will be able to stack several options of this kind - or they will altogether be usable almost at-will, unless the length of an encounter is forced-stretched to a large number of rounds as in 4e.

I was hoping for something more imaginative for school specialization, not a "standard" rule valid for all traditions but instead ad-hoc rules for each of them (e.g. 3ed Unearthed Arcana). Surely the first approach is easier for the designers, but the second would mean that the experience of playing an Evoker is significantly different compared to that of playing a Necromancer or a Diviner and so on... which IMHO would wonderfully increase the variety of the game!

PS The part about wizard tradition is the only one that I disliked and worry about, all the rest in this interview look fine and interesting
We still have to see how it is worded out, and mearls said upthread that the option might be presented, but a player doesn't need to take it.
 

DEFCON 1

Legend
Supporter
Only if people use that rule and use XP.

I never saw it enforced.

Wait... so a DM gets pissed because his players are 'class-dipping'.

But he also doesn't enforce the rules on it nor use the -20%XP?

Then whose fault is that?!? Seems to me... that DM is reaping what he sowed.

The whole '1 level class-dipping' issue looks exactly like the '15-minute workday issue'. People from the outside looking at an issue from above and getting all p.o.d, saying in a perfect world it shouldn't exist... and demanding something be done to fix it. But all the while not actually having it happen to them in the game they were DMing... because *IF* it was... they'd do something themselves about it to actually make sure it didn't happen since they didn't like it. Because that's what DMs do. They choose how their campaign is going to run, they choose what rules will and won't be used... and then they enforce those decisions.

But if the DM doesn't enforce his own desires with his players... he has no right to complain that the game itself wasn't set up from the get go to do it for him. That's not accepting personal responsibility.
 

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