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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Steely_Dan

First Post
Innocent question (I didn't play 3e): What was silly about it?


Cherry-picking, no RPG explanations for taking the classes (some taken just as a prerequisite for another class), all contrived, meta/power-gaming rubbish.

Oh, and a Gold Dwarf Hammer of Moradin, yeah...
 


avin

First Post
Encounter spells with RP explanations are fine, just keep away from Fighters.

Tieflings back? Now you're talking, Mearls.
 


gyor

Legend
I think that 4e essentials subclasses handled both Paladin and Ranger Magic best.

Paladin magic was divine (and shadow in the case of the blackguard) and come from the medium of virtues and vices, which were gesaults of the virtues and vices of all beings,,but divine (hence why it could grant divine magic) and mortal.

The Hunter and Scout subclasses had magical tricks/spells picked up from both observing and helping primal spirits and the like.
 

B.T.

First Post
Just give Wizards more spells to begin with!
As they progress, take away low-level spell slots!
This is something I have considered.

Wizards might start out with the ability to cast 2nd-level spells right off the start to give them a small set of options: 3 (1st level), 2 (2nd level). They could eventually improve to 4 (1st level), 3 (2nd level), 2 (3rd level). As the wizard advances, that increases to 4 (2nd level), 3 (3rd level), and 2 (4th level); this would continue until 4 (7th level), 3 (8th level), and 2 (9th level).

But what do I know.
 

pemerton

Legend
Expect a sustain mechanic for stinking cloud, evard's black tentacles, and spells of the like.
Not in the playtest at present, but of course it could come.

How would it work? In 4e, "minor actions" play a useful function in this respect. But there is no comparable action economy in D&Dnext.

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
Three is the minimum, isn't it - otherwise how can we have Cleric/Fighter/Magic-Users, Fighter/Magic-User/Thieves, and Fighter/Thief/Druids (Bards)?

While I like hybrids, the downside is this does a poor job of modeling the guy "turns over a new leaf" or otherwise undergoes some kind of transformation, whether literal or figurative.
In 4e, the only real way to do this is to rebuild the PC completely.

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.
I'm not sure how seriously you mean all of this. But if you really do mean it seriously, I disagree pretty strongly.

I have experienced the 15 minute workday. And I prefer mechanics that get rid of it and its consequences, by (i) reducing the significance of daily refreshing for resource recovery, and (ii) reduce the class imbalance that arises from different degrees of dependence on a daily referesh cycle. (4e has both these features.)

I prefer not to deal with the issues by adopting the "strong GM force" approach you advocate. You can't enforce (i) and (ii) in a system with diverse resource mechanics, only some of which are on a daily refresh rate, without exercisng a degree of control over player decision-making that, for me, is at odds with the whole point of playing an RPG.
 

DEFCON 1

Legend
Supporter
I prefer not to deal with the issues by adopting the "strong GM force" approach you advocate. You can't enforce (i) and (ii) in a system with diverse resource mechanics, only some of which are on a daily refresh rate, without exercisng a degree of control over player decision-making that, for me, is at odds with the whole point of playing an RPG.

In other words... you care more about the way your players have control over their characters than the issues of the 15 minute workday. Which is great! More power to you and your players! You've chosen how you want to DM your game and have done so. That's exactly what you should be doing.

But this also means that the 15 minute workday is not so much of an issue for you that you bother trying to fix it. Because the fact of the matter is... ANY issue within the game that bothers a DM can be fixed by said DM (either easily or with great difficulty) *if* the DM cared enough about the issue to try. It might be a real pain in the butt to do... but it IS possible if it matters that much.

The fact that you don't tells us that while it *is* an issue you wish didn't actually exist... and would hope that in D&DN the game was written so that it didn't exist... you don't care enough about it as it stands to bother inflicting rules changes to reduce or eliminate it, because you believe that it would impinge on the freedom you give your players.

You've made your choice as a DM to run the game as you have chosen (which I salute).
 

pemerton

Legend
In other words... you care more about the way your players have control over their characters than the issues of the 15 minute workday. Which is great! More power to you and your players! You've chosen how you want to DM your game and have done so. That's exactly what you should be doing.

But this also means that the 15 minute workday is not so much of an issue for you that you bother trying to fix it.
Well, actually, I did fix it, by changing systems. Twice. The first time, I changed the parameters of my Rolemaster game (RM is very much a toolkit system) so that nova-ing casters were about as strong as fighters, but not more so. Which meant that casters got to rule the pacing, but not at the expense of fighters' spotlight.

Then I went to 4e, which (at least as my group plays it) doesn't have the issue.

I guess from one point of view that vindicates your claim that GMs can fix issues. But when the fix involves changing the system, I think that also supports the view that system matters to the 15 min day.
 

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