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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Gaming Tonic

First Post
Noooooooooo! Please, by Crom, no ranger or paladin spells! These were never anything other than a distraction.

By Crom! That slays me. Fear not because this is exactly the sort of thing I suspect we will see handled with modules. If paladins don't have spells then perhaps there are a few things for the player to choose from such as a lower Stunt Die, Lay on Hands, Paladin's Mount, Cure Disease, Improved Armor or Weapons. Those are all classic paladin abilities where choices could be made. I think a paladin with spells is not a stretch with the whole gods thing. Ranger on the other hand, is a bit more challenging to explain spells but there are several options available to us as well to exchange for spells like Beast Companion, Two Weapon Fighting, Archery Prowess, Favored Enemy, Trackless Step. Although I could definitely groove to some sort of ritual magic for the ranger as an option of some sort, especially if my ranger is very tribal or tied to the fey.
 

I personally have no problem with regaining a select list of spells... though I think there should be at least one tradition with just dailies.

Also, I sincerely hope that each tradition gets some spells not available to the others! Part of what made the 1e Illusionist so cool and the 2e/3e specialist Illusionists kind of lame was exactly this - the former had all sorts of things unique to themselves.

Finally, I do hope we don't have to be focussed-in too tightly on the traditional spell-schools, which are often too narrow. The 1e Illusionist got lots of enchantments, and should get them again, IMO. Likewise, Conjurors should get the abjuration spells they need to control what they summon.
 

MatthewJHanson

Registered Ninja
Publisher
My worry is about balancing encounter powers with the daily ones. If the mechanic is just that traditions get to recharge spells within their tradition that are daily spells for every other class, I imagine that wizards who take spells mostly from their tradition will be much more powerful than those who don't.
 


ZombieRoboNinja

First Post
As others have said, much depends on what exactly the encounter spells are, and how many the wizard gets at a time.

Weak combat spells are fine: a 5th level fighter can toss out 20 damage each round at range or in melee, so the wizard won't stir the pot too much by Burning Hands more often.

Utility spells must be very carefully balanced. Even feather fall, an example Mike mentioned in L&L, basically makes the wizard immune to falling if it's an encounter power.

Buffs are even harder o implement without issues.

Another question is, how many of these can you implement without stepping on the warlock's toes? Poor warlock only gets 2 encounter powers and at-wills - are they just that much more powerful?

I've liked the innovations I've seen so far in the playtest, so I'm hoping when we see this in action it'll be clearer ow these new powers fit in.
 

gyor

Legend
Lots of cool info thanks!

The subrace info was really cool. I prefered the pre 4e idea of tiefling as connected to a plane or evil outsider.

Now the question is how many subraces will each race have? So far we only have two each, but that does mean it will stay that way.

So the obvious subraces are Tieflings are Infernal, Abyssal, but thier could be more. And of course what about FR and other settings that have unique fiendish planes like the Towers of Night, Deep Caverns, and Banehold for example.

Dragonborn connecting to the Tiamat and Bahamut story arc suggests Chromotic and Metallic origins.

Chromatic and Metallic could be subraces themselves, but depending on how many subraces they have you could see the subraces being Red, Gold, Silver, with more exotic colours being reserved for supplaments like,Purples, Grays, Oruim, Steel, Mercury, Mithral.

Eladrin could have Firre, Bralani, Ghaele, Tulani, Shiere, Noviere, and Coure subraces too.

Of course one wonders if the mm will use subraces as well for some monsters, especially,PC monsters like Minotaurs (Kothian, Yikea), Doppelgangers (Batrachi, Changeling, Ethreal), Drow (I have to think on this), amoung others. If Eladrin go back to a Celestrail origin maybe Drow will be a subrace of elf.

Another though, setting would add thier own subraces, such as FR adding Sun and Moon elves to Elves, amoung others.

Also I have a better idea where Prestige Class will fit in the Background, Specialty, Class spectrum. An expansion of certain backgrounds which take on the form of multiclassing and a rp prerequists. Cool.

As for spellcasting Paladin and Ranger, they'll probably have the option to bounce spells for an extra specialty from a class specific list. Simplist way to deal with that.

As for where does the Ranger gets spells from, in 3x it was the Gods, and in 4e it was primal spirits (in the post Essentials era).

Mearls answer on spells for the two classes has my curiousity peaked, It sounds like Rangers and Paladins will have more powerful spells so I'm really want to see where they go with these classes.

Oh and the example for signature spells for wizard traditions sounds more like Pathfinders echoing spell metamagic feat then an encounter power.
 

DEFCON 1

Legend
Supporter
If you don't want something in your game, but it appears in the rules... you can take it out.

If you want something in your game, but it doesn't appear in the rules... you're screwed.
 

Ainamacar

Adventurer
Keep in mind that some rp req are fine... Must belong to X organization is a real limiter

It is only a limiter if that table wants it to be. It assumes the game has X organization or a close analog, it assumes that the roleplaying consequences of belonging to X organization (or its close analog) are respected at the table, and in many cases it assumes the roleplaying restrictions used to justify mechanical benefits are of a similar magnitude from table to table even when roleplaying consequences are respected. If any of these are violated then the mechanics were justified on a premise that does not hold. The easier something is to ignore without inherent side-effects the less well it serves as one side of a trade off.

I grant that some campaign-dependent considerations are necessary when trying to achieve mechanical balance, even of the most bird's-eye-view variety. For example, we'd generally assume that the campaign won't only involve fighting undead or monsters with immunity to fire even though someone might reasonably run such campaigns. (And for other types of balance, like spotlight balance, similar notions hold.) However, those assumptions should be few in number, have a clearly-defined scope, and, if possible, a predictable impact when violated. In other words, whatever notion of balance one has aimed for should "fail gracefully" as the campaign moves away from these assumptions. Plus, modules should (I think) be able to deal with altering assumptions of those kinds much more easily. Adding non-mechanical assumptions at the class-level to justify baked-in mechanical benefits invites a tangle, and ends up making the game less playable for those who don't follow the new assumption, and no more playable for those who do.
 


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