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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DEFCON 1

Legend
Supporter
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.

Well, personally I think switching systems was the right choice in your case. And I say that, mainly because I'm not one of these people who thinks a person SHOULD play D&D (or a particular edition of D&D) above all else. If the game you want to play can be best served with some other RPG besides D&D... then you should play it. Or if the game you want to play can be best served by a particular edition of D&D, then you should play that too. And if that ISN'T the current edition on the shelves... then who cares?

If D&DN ends up including rules that compound your table's issues with the 15 minute workday... then I don't see any problem with you just staying with 4E. However... I also don't see any reason to get angry with WotC for deciding to do that (which we see happening here on the boards all the time by people.)

There's no reason to get offended that WotC produces a game that you (generic 'you', not pemerton 'you') don't want to play. There are hundreds of games out there. Play whatever one will work best for the style/choice of game you want.
 

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pemerton

Legend
If D&DN ends up including rules that compound your table's issues with the 15 minute workday... then I don't see any problem with you just staying with 4E. However... I also don't see any reason to get angry with WotC for deciding to do that (which we see happening here on the boards all the time by people.)

There's no reason to get offended that WotC produces a game that you (generic 'you', not pemerton 'you') don't want to play.
I think what you say here goes without saying! The notion of getting offended or angry over game design makes no sense to me.

I do get the feeling that WotC doesn't entirely understand what it is about 4e that many 4e players (at least judging from these boards) seem to enjoy. They seem to identify 4e more with particular techniques - like tactical combat - than with 4e's intimate entwining of fiction and mechanics, so that the mechanics relentless drive the action forward.

But even if that's true, it's not grounds for offence. It may be grounds for a certain sort of disappointment, perhaps.
 

Iosue

Legend
I do get the feeling that WotC doesn't entirely understand what it is about 4e that many 4e players (at least judging from these boards) seem to enjoy. They seem to identify 4e more with particular techniques - like tactical combat - than with 4e's intimate entwining of fiction and mechanics, so that the mechanics relentless drive the action forward.

But even if that's true, it's not grounds for offence. It may be grounds for a certain sort of disappointment, perhaps.
Frankly, I don't think any edition's designers really understood what its players enjoyed about that edition. Often, that enjoyment seems to be an emergent phenomenon, not entirely intended by the designers. OD&D, for example: Gygax/Arenson design a fantasy skirmish wargame, and people start acting out Lord of the Rings. People say to Gygax, "We want rules for X, and Y, and Z!" So he creates AD&D, chock-a-block with rules, and people start ruthlessly cutting through them, keeping the ones they like, and ignoring the rest; an ad hoc modularity. With 3e the designers set out to design a game with greater freedom of character creation, and next thing they know people are mass producing Cure Light Wounds wands and druids are creating bear armies.

I suspect that a lot of the fiction-first and scene-framing aspects of 4e you and Manbearcat have mentioned were not really on the minds of the designers when they built 4e. I think their intention was to create some rules that created balance in combat, and ease of DM prep, and Skill Challenges thrown in as a way to create non-combat XP situations. I think the constant re-iterations of Skill Challenges indicate that not even the designers had a clear idea of how to use them. But the players took what they were given and created the best kind of game they could make from them.
 

pemerton

Legend
I suspect that a lot of the fiction-first and scene-framing aspects of 4e you and Manbearcat have mentioned were not really on the minds of the designers when they built 4e. I think their intention was to create some rules that created balance in combat, and ease of DM prep, and Skill Challenges thrown in as a way to create non-combat XP situations. I think the constant re-iterations of Skill Challenges indicate that not even the designers had a clear idea of how to use them.
I agree that a lot of play with an RPG - especially a widely played RPG like D&D - is emergent.

It's also obvious that the skill challenge mechanics were something of a work in progress.

But I don't agree with you that the designers didn't intend them to be run in the sort of way I and others talk about (though I think they did want to hedge their bets, and try to make them workable for other playstyles also). The influence on 4e in general, and on skill challenges in particular, of indie design sensibilities, including complex conflict resolution mechanics like those found in HeroWars/Quest, Maelstrom Storytelling, Burning Wheel etc is so obvious that it's (in my view) not coincidental. I mean, back in 2005 Mearls was saying that The Forge is about the only place worth looking at for RPG design theory; and Heinsoo explicity talked about 4e's resemblance to indie design.
 

Iosue

Legend
I agree that a lot of play with an RPG - especially a widely played RPG like D&D - is emergent.

It's also obvious that the skill challenge mechanics were something of a work in progress.

But I don't agree with you that the designers didn't intend them to be run in the sort of way I and others talk about (though I think they did want to hedge their bets, and try to make them workable for other playstyles also). The influence on 4e in general, and on skill challenges in particular, of indie design sensibilities, including complex conflict resolution mechanics like those found in HeroWars/Quest, Maelstrom Storytelling, Burning Wheel etc is so obvious that it's (in my view) not coincidental. I mean, back in 2005 Mearls was saying that The Forge is about the only place worth looking at for RPG design theory; and Heinsoo explicity talked about 4e's resemblance to indie design.
I by no means want it to sound like I'm saying the designers just threw a mechanic in there and then players such as yourself worked it into something useful that fits your playstyle. I have no doubt they were influenced by indie games -- I think one of 4e's strengths is that it drew on a lot of influences. Certainly if you want a mechanic for non-combat interaction, indie games are the place to look.

What I'm saying is more like this: one statement I've seen over and over again since the 5e announcement is "WotC doesn't even understand their own game." I could understand this if there'd been complete turnover since 4e came out, or if we were talking about Monte Cook, but Mearls was part of the development team from the beginning, Wyatt's still there, Jeremy Crawford was part of the 4e design process, Schwalb and Thompson have 4e bona fides. I think they understand 4e fine, and I think in many ways it does what they wanted it to do (although there seem to have been issues in presenting that). But part of the process is that the players get a hold of the game, and they take it to places, or perhaps extremes, that the designers didn't expect.

So, in the case of scene-framing and fiction-first mechanics, I absolutely believe that they designed it to be friendly to those kinds of playstyles. I don't believe, however, that they intended that to be the kind of play 4e was best at. But it's as Heinsoo said in your link; D&D is broadbased, while indie games have laser focus. I think in particular with Skill Challenges they intended a much broader application across playstyles. I think this is apparent from the examples they included in the books, the examples they've included in published adventures, and the kind of Skill Challenges Chris Perkins has used in his celebrity games. Folks such as yourself have taken the broad-based raw material, and with some tweaking and focused application have turned it into a focused, awesome tool for your play. I think that falls within the broad purview of the designer's intent to give DMs a variety of tools in adventure design and play. But I don't think it means that the designers don't understand the game. If one group of players finds Skill Challenges totally awesome for how they play, but other groups find them problematic, I think it's fair for the designers to say Skill Challenges weren't working as intended. (Hence, the multiple tries at it.)
 


DEFCON 1

Legend
Supporter
One of the other problems that a game can have is that when it includes a mechanic (even one that is technically optional and doesn't have to be used)... the mechanic and the game get linked together. And if it turns out that the mechanic doesn't accomplish effectively what a particular player thinks it's supposed to... there is a tendency to disregard the game as well as the mechanic, since the two get linked in the mind of the player. And the player will forsake the game entirely, under the belief that another game can give the better experience that they player is looking for (even if the game as a whole might be really good)

So for instance, in the case of skill challenges... the fact that 4E included a mechanic (or several iterations of mechanic) to set up and run skill-based encounters, it became linked as a defining part of the 4E game (even if it never really needed to be used). And thus... some players who could or preferred to run much more open skill-based encounters (and who found the skill challenge mechanic restraining and not useful)... disregarded 4E on the whole because of the link of skill challenges to the game itself. The thought being that if 4E included skill challenges as part of its design, and the skill challenge mechanic was BAD design, then ipso facto, 4E on the whole had a bad design. Because obviously if 4E was designed well, it wouldn't include such a bad mechanic in it.

Now whether or not thinking that way is fair... or indeed whether it's even going so far as cutting off the nose to spite the face... in the end doesn't really matter. Because the fact is... that player has more than enough alternatives that even if he disregards the 4E game just on the failure of skill challenges, he can find some other game that fulfills his needs.

The big issue for the rest of us though is when that player comes here on ENWorld and decries the entire 4E game because it includes an unwanted mechanic, and then goes so far as to insinuate that the designers are morons, WotC as a company has given a middle finger to their fans, and that other players who like the game are idiots and shills. And we've seen that kind of attitude all the time over the duration of the game. Folks decrying 4E because it included the Healing Surge mechanic. Decrying 4E because it created the Weapon Expertise feat. Decrying 4E because Fighters had Daily abilities. So on and so forth. Every unwanted mechanic told them all they needed to know about the 4E game, and how WotC felt about them as a customer because they dared to include said mechanic in "D&D" and that "their D&D game" was irreparably ruined.

(And anyone who doesn't think some folks here on ENWorld have been THAT hyperbolic in their posts over the last four years have not really been paying attention enough. ;) )

That's why I'm really curious about how 5E will be received... because the entire game will be built on "optional rules" that intentionally will be there NOT to be used. How will players react to them? Will they be able to sift through the 5E rules options and create a game they want to play out of the rules they want... or will the mere existence of optional rules they don't like actually appearing in the book be enough to make them wipe their hands of it altogether without bothering to give it a chance? Because we players tend to get pissed off quite easily about that sort of thing.
 
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