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D&D 5th Edition: What We Know About "D&D Next"





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On January 9th, 2012, WotC officially announced that it was working on a new edition of D&D, although it was late 2010 that WotC first seriously started thinking about a new edition. This was prompted by divisions in the RPG community: "First, we had a divided audience. Second, if we kept altering the core of 4th Edition, the division would only become more apparent." - Mike Mearls.
Jump to:  Name | Design Goals | Dates | Design Team | Public Playtests | DDXP | PAX East | Mechanics | Classes | Settings | Art | Articles | 3PP/OGL/GSL ! 4E/DDI | Other Items | Polls

This page summarizes everything we know about this new edition, and is updated regularly.  Keep checking back for new information! Notes on format:
  • The source is linked to where possible.
  • Where no source is linked, the info came from one of the DDXP seminars.  See below for links for full transcripts.
  • Items in italics are considered unreliable third party sources.  They are included for completeness' sake, but take with a grain of salt.

IMPORTANT: PAGE MOVE: Due to the increasing length of this page, it has been moved to a redesigned, paginated version. This page will be left here for a while, but updates from APRIL 20TH onwards are applied to the new page, not this one.

Name
  • It is not known at this point that the new iteration of D&D will even be called "5th Edition".  WotC is simply referring to it as a "new iteration", or encouraging people to use the term "D&D Next".
  • “I think that the actual naming of the game will come down to how the play-tests go and how people react to it. I’d love to just call it Dungeons & Dragons and leave the edition numbering behind.” - Mike Mearls.
Design Goals
  • "...to create a rule set that enables players of all types and styles to play a D&D game together by taking the best of each edition and getting at the soul of what D&D is." - Mike Mearls.
  • "The goal of this project is to develop a universal rules system that takes from the best of every edition and get at the soul of what D&D is." - WotC.
  • WotC stated clearly "[We are] extremely committed to tabletop gaming and the face to face experiences that D&D brings." There is clear recognition that although digital tools can enhance and supplement a game, the company has not lost sight of the fact that D&D is a tabletop roleplaying game, and not a digital experience.
  • "With fourth edition, there was a huge focus on mechanics. The story was still there, but a lot of our customers were having trouble getting to it. In some ways, it was like we told people, ‘The right way to play guitar is to play thrash metal,’ But there’s other ways to play guitar.” - Mike Mearls.
  • "The new edition is being conceived of as a modular, flexible system, easily customized to individual preferences. Just like a player makes his character, the Dungeon Master can make his ruleset. He might say ‘I’m going to run a military campaign, it’s going to be a lot of fighting’… so he’d use the combat chapter, drop in miniatures rules, and include the martial arts optional rules.” - Mike Mearls.
  • "We hope to create a system that allows players to use much of their existing content, regardless of the edition. " - Mike Mearls.
  • "I'm the lead designer of a project that will likely evolve into a new iteration of the Dungeons & Dragons ruleset. It's meant to be a set of rules that unites all the previous editions, and the players of those editions.  It's a big project, and we plan on involving all comers to playtest and voice their opinions, because really, what's the point of designing a game no one wants to play? And who knows better what D&D players want than, well, D&D players. " - Monte Cook.
  • "Working on a game that's almost 40 years old now, we've seen the complex end. And what happened with each edition of D&D is it got more complex and we need to go back to the original D&D." - Mike Mearls.
  • This Legends & Lore article by Monte Cook says: "...this isn't another salvo in the so-called edition wars. This isn't an attempt to get you to play Dungeons & Dragons in a new way. This is the game you've already been playing, no matter what edition or version you prefer. The goal here is to embrace all forms of the D&D experience and to not exclude anyone. Imagine a game where the core essence of D&D has been distilled down to a very simple but entirely playable-in-its-right game. Now imagine that the game offered you modular, optional add-ons that allow you to create the character you want to play while letting the Dungeon Master create the game he or she wants to run. Like simple rules for your story-driven game? You're good to go. Like tactical combats and complex encounters? You can have that too. Like ultra-customized character creation? It's all there."
  • "One of our employees had come up with the initial idea which he used to work up an RPG system for his home group. After talking with him, the R&D team went back to each edition of D&D and started looking at the places where they overlapped with each other and how they were unique. That kicked off the process that led to where we are today." - Mike Mearls.
  • Intro Box Set? "The D&D Fantasy Roleplaying Game Starter Set in the red box has also been a real success for us. It highlights the importance of having a good intro product—something that is definitely on our radar as we plan for the future." - Mike Mearls.
  • On role-playing, exploration, and combat: "If we support those three things, we've covered about 90% of what's important in the game." - Mike Mearls
  • "In the next iteration of the game, though, we’re looking at shifting the focus more to the adventure, as opposed to individual encounters, and that will likely mean that we want to increase the sense of danger, which I think improves the experience during the exploration portions of the game." - Rodney Thompson.
Date
  • There has been no indication of a launch date yet.  However, the popular money is on Gen Con 2013 due to the fact that DDXP will be moving to Gen Con that year.
Design team
  • Mike Mearls, Team Lead 
  • Greg Bilsland, Team Producer 
  • Monte Cook, Design Team Lead 
  • Bruce Cordell, Designer 
  • Robert J. Schwalb, Designer 
  • Jeremy Crawford, Development Team Lead
  • Tom LaPille, Developer 
  • Rodney Thompson, Developer
  • Miranda Horner, Editor
Public Playtesting
  • WotC currently has a "friends and family" insider playtest program.
    • [NEW 19 APRIL] This is roughly 1100 people. - D&D Podcast
  • Wizards of the Coast will open the new rules up to gamers and actively solicit feedback to shape the game. They plan to leverage the relative popularity of the Encounters program - an organized event in game stores where players across the country participate in the same adventure each week - to offer adventures written for the new iteration of D&D using the new rules. Wizards plans to set up a website survey to track players' feedback and get it quickly into the hands of Mearls and the team designing the rules.
    • "We want to give the community enough time to thoroughly digest each play test package. Then, we need to make sure we have time to integrate player feedback into each play test cycle so their needs and desires are captured in the final product. This will take time." - Mike Mearls.
  • You can sign up for public playtests here.  "This is a whole new process for Wizards and we’re excited to enlist the fan base to help shape the future of D&D... this process is an opportunity for fans to help us craft a new edition and help determine how the game is played moving forward."
  • Playtests are available at DDXP in Jan 2011:  "as a convention special this year, we will be offering show attendees a first-look at a draft of the new set of rules." 
    • This playtest is called Caves of Chaos:  "Join the first public playtest of the next iteration of the Dungeons & Dragons roleplaying game. The playtest offers players the chance to run pre-generated 1st-level characters through the Caves of Chaos, a four-hour D&D adventure. Wizards of the Coast staff will be running several tables each day. As part of the playtest, participants must sign a special non-dislcosure agreement for playtesters."
    • Adventure Description: For years, Castellan Keep has stood on civilization’s frontier, commanding a grand view of that dismal realm known as the Borderlands. A forlorn place, rife with monsters and terrors beyond imagining, adventurers have used this fort to seek glory and plunder in this dangerous realm, to unearth fabulous treasures and destroy foul monsters. Of all the haunts found here, none equal the Caves of Chaos in both danger and the promise of reward. Rumors abound of the wicked humanoids, the sinister monsters, and the dark priests that run amok in this dungeon. Only the most cunning and bold adventurers dare to face the dreaded caverns. Do you have what it takes to survive the Caves of Chaos?
  • "...beginning sometime in the spring, we will begin open playtesting. Through our web site, we will release a growing set of rules, classes, monsters and other materials for your study and feedback. "
  • "The idea is to start with big picture elements in the open test, then narrow down to more specific elements of balance and so forth." - Mike Mearls.
  • "Stuff like Castle Ravenloft had a big effect on our decision, as it showed that we could focus the tabletop RPG on its strengths rather than worrying about incorporating the latest trends in gaming." - Mike Mearls.

DDXP (D&D Experience)

DDXP (D&D Experience convention) was held this year from Jan 26-29, 2012.  There was new 5E information there.  In addition to the above mentioned playtests, the schedule included:
  • Charting the Course: An Edition for all Editions (Thursday) - Join Mike Mearls, Monte Cook, and Jeremy Crawford as they discuss the origin for the idea to create an edition of Dungeons & Dragons that encompasses all previous editions. The designers discuss the challenges in creating compatibility and balance, as well as the exciting possibilities such a system creates. Seminar to be followed by a Q&A session.  [Read seminar transcript]
  • Class Design: From Assassins to Wizards (Friday) - Designers Monte Cook, Bruce Cordell, and Robert Schwalb discuss their approach to class design, including the difficulties in creating iconic versions of the classes that speak to players of all editions. Should the cleric be more martial or more healer? Does the default ranger have an animal companion? What level of complexity should the fighter have? Seminar to be followed by a Q&A session. [Read seminar transcript | Watch video]
  • Future Products and Q&A (Saturday) - Mike Mearls presents upcoming D&D products for 2012, as well as a vision for the future of Dungeons & Dragons. Seminar is followed by a Q&A session. Other members of R&D on hand to answer questions as well. [Read seminar transcript | Watch video]
  • Reimagining Skills and Ability Scores (Sunday) - The role of skills has fluctuated throughout the life of Dungeons & Dragons, and ability scores have been of varying importance in each edition. Find out what the design team has done to reimagine these aspects of the game, and how they arrived at a system to marry the two concepts more closely together. Seminar includes Monte Cook, Bruce Cordell, and Robert Schwalb, and will be followed by a Q&A session. [Read seminar transcript | Watch video
PAX East 2012

PAX East takes place over three days from April 6-8.  Like the DDXP convention, it will include public playtests and seminars.  Relevant to 5E events include:
  • Playtest Special: D&D Next  (Friday 7pm) - Join in a public playtest of the next iteration of the Dungeons & Dragons game at PAX East. Play in an adventure with characters provided, and give us your feedback to help guide the future of the D&D game! Players of any editions of the game are welcome to participate. All participants are required to sign a non-disclosure agreement. Length: 4 hours.
  • The Future of Dungeons & Dragons (Saturday 1:30 pm – 2:30 pm - Wyvern Theatre) - The next iteration of Dungeons & Dragons is on its way! Join D&D Senior Manager Mike Mearls in a Q&A about the next D&D, and how the open playtest is using fan feedback to help shape the future of the game.  The full video for this seminar is below:

Mechanics

  • Alignment
    • "When you think of classic D&D what elements spring to mind?" -- "Alignment, Races, Classes, Monsters".  Mike Mearls.
    • "For now though, the 9 alignments seem to be back, and the Paladin WAS LG, no idea if that's an LG-only thing" [source]
    • "The classic nine alignments are planned to be the default alignment assumptions." - Rodney Thompson.
    • "However, we want alignment to be a tool, not a straightjacket, so the execution of those mechanics should serve that goal, and really only apply when dealing with the powerful, elemental forces of alignments, not someone who just behaves a certain way. Additionally, I believe we'll also want it to be easy for a DM to strip those mechanics out of his or her campaign, if the DM so chooses." - Rodney Thompson.
  • "Three Pillars"
    • [NEW 19 APRIL] "In general, we want to make sure that everyone has a baseline level of competence in all three pillars of play (combat, interaction, and exploration)." - Rodney Thompson
    • [NEW 19 APRIL] "...when it comes to customization points, we want to let people choose what they want to focus on (be that combat, diplomacy, being the best liar ever, being a super stealthy thief, or whatever) and trust the baseline competence we've built into all characters to make sure everyone feels like they can participate." - Rodney Thompson
  • Overall Rules structure
    • "Our primary goal is to produce a rules set that speaks to every incarnation of D&D. So if you are a diehard BECMI/Rules Cyclopedia enthusiast or have embraced 4th edition, loved 2nd edition, 3rd edition, or never moved on from 1st edition, we’re creating this game for you. Imagine a game where you can play the version of D&D you love best. And then imagine everyone plays at the same table, in the same adventure. We aim to make a universal game system that lets you play the game in whatever way, whatever style, with whatever focus you want, whether you want to kick down doors and kill monsters, engage in high intrigue, intense roleplaying, or simply to immerse yourself in a shared world. We’re creating a game where the mechanics can be as complex or as light as you want them. We’re creating the game you want to play." - Robert Schwalb.
    • Snippets from a WotC designers' Google+ Hangout playtest confirm the existence of dwarves, lurkers, critical hits, paladins, clerics, trolls (which are vulnerable to fire in some way), clerics, and an unonsciousness status.  Mainly no-brainers.
    • "Playtesting in the Lost Caverns of Tsojcanth. My dwarf just slew a lurker with a well-timed crit to save the swallowed paladin." - Monte Cook.
    • "Playtested in the Lost Caverns of Tsojcanth. My cleric burned several downed trolls before they could finish off the unconscious paladin." - Bruce Cordell.
    • This Legends & Lore article by Monte Cook says: "...this sounds so crazy that you probably won't believe it right now—we're designing the game so that not every player has to choose from the same set of options. Again, imagine a game where one player has a simple character sheet that has just a few things noted on it, and the player next to him has all sorts of skills, feats, and special abilities. And yet they can still play the game together and everything remains relatively balanced. Your 1E-loving friend can play in your 3E-style game and not have to deal with all the options he or she doesn't want or need. Or vice versa. It's all up to you to decide."
    • "To be clear, we're not talking about creating a bridge so that you can play 1E and 4E at the same time. Instead, we're allowing you to play a 1E-style game or a 4E-style game with the same rules. Also, players at the table can choose the style of character they want to play." - Monte Cook.
    • "So, the game is actually a matrix of these choices, with some made by the DM and some by the players, which will end up determining the feel of the overall game and might allow the group to "emulate" a prior edition." - Monte Cook.
    • "Players can pick their own style and complexity within a class. Think of it kind of like having a $10 budget to spend on lunch. Some people will go to a restaurant and buy a $10 lunch special. Someone else might spend that $10 by ordering a few different things off the menu, rather than a special. Someone else might take that $10 and go to the grocery store to buy all the ingredients for a recipe they like. The idea is to put everyone on the same scale, but then allow people to burrow into the level of detail they want. DMs have a similar process they can go through, adding optional rules to flesh out their campaigns. Those options can range from creating a unique list of races or classes for a setting, to adding in special rules for things like managing a kingdom or waging a war." - Mike Mearls.
    • "We actually went back and played every major edition of D&D and used those experiences to help narrow down the absolute core elements of the game. If you removed those elements, it’s not D&D. Our list includes the six abilities, classes, levels, hit points, Armor Class, and a few other things." - Mike Mearls.
    • "I can say that starting with the simplest base possible is likely a given, as it’s far easier to add complexity to a game rather than take it away."  - Mike Mearls. It sounds like the core game will be very basic, with optional add-ons.
    • Mike Mearls on the essentials of D&D: "The shared language: HP, AC, and things that lead to a shared culture.Shared stories: The Dread Gazeebo, the Head of Vecna, these things help make our common culture."
    • Mike Mearls "For example, a mass combat expansion would have a basic, core system. Choose modules to play generals, etc. Are you seeing the mass combat from the top down, or from an individual's POV?"
  • Monsters  
    • "The Monsters are in the design teams hands now and we'll be moving to development in the next few weeks. What I can say about this goal that Monte is talking about is that we're working to provide the DM with really good world building tools. And it's important to provide information about the orcs place in D&D while making sure that a Monster remains relevant as the characters level up. They're might be an orc shaman, an orc champion or whatever for higher levels, but we also want the basic orc to be relevant at higher levels. We want it to be really easy for the DM to open the Monster Manual and drop an orc or iconic monsters into the game." - Jeremy Crawford
    • "While many DMs want to build monsters using the target numbers-based system that 4th edition uses, some DMs may want to build their monsters like PCs, adding levels of cleric onto orcs to create enemies that also have many class features. Some DMs may want to use templates to create everything from a fiendish hobgoblin to a vampiric half-celestial animated chair. So we'll need to find ways to support those needs, without mandating them." - Rodney Thompson.
    • "In general, I think that monsters should do what fans of D&D lore expect them to do, and if that means being really scary mechanically then so be it. I think there's room in the game for monsters that simply are more dangerous and deadly than others, just as I think there's room in the game for monsters whose purpose is to be interacted with, not fought. I also think it's good for monsters to exist that you don't want to face in a straight-up fight, but that you need to be prepared for or figure out a clever way to outwit rather than going in spells a-blazin'." - Rodney Thompson.
    • Minions:  "One of the things we're exploring in the game is what we refer to as a bounded accuracy system. Effectively, we're looking into whether or not we can strip out the assumption of accuracy and defense scaling by level, and let progression rest largely within the scaling damage, hit points, and capabilities of both characters and monsters. When you have this, any monster whose hit points are less than the damage you deal is, effectively, a minion. Thus, we might not need a specific minion rule, because we would simply design monsters with hit points that rest below average damage for certain levels and let that take care of it (in other words, we do want monsters in the game that do what minions do for us). At the same time, since as the player characters gain levels their damage numbers are going up, monsters that previously were not "minions" become "minions" by virtue of player damage outstripping their hit points. Since AC and attack bonuses aren't automatically scaling up, the orc that you fight at 1st level that took three hits to kill may only take 1 hit to kill at 6th level, making it a "minion" for heroes of that level." - Rodney Thompson.
    • Solo Monsters: "As far as "improving solo monsters" goes, there are some things we have learned over the course of the last few years that are vulnerabilities that can plague solo monsters; being taken out of the fight by conditions like daze/stun/dominate, or lasting too long so the fight starts to drag, running out of tricks to pull, being challenging for the DM to run, etc. However, not all of these are exclusively monster issues, and some can be solved by changing things elsewhere in the game. For example, if we used something like the "hit points as a threshold for affecting monsters" mechanic that Mike described for "save or die" spells in a recent Legends & Lore column, we can cut down on some of the challenges solos face because of conditions." - Rodney Thompson.
    • [NEW 19 APRIL] Morale: Looking at re-introducing morale rules into the game.  - Robert Schwalb
      • "In fact, I can imagine most monsters, once they’ve lost about half their numbers, will say screw it and run away. It just makes sense. Evil doesn’t usually place a lot of stock in honor and fighting to protect their fellows." - Robert Schwalb
  • Advancement
    • "Instead of the fighter getting a better and better attack bonus, he instead gets more options to do stuff as he goes up in level, and his attack bonus goes up at a very modest rate. I think it offers a better play experience that the orc/ogre can remain in the campaign, and people can know how the monster would work from a previous experience, but they remain a challenge for longer." - Monte Cook
    • Character advancement should go as fast as the group wants it to go. Meaty rules in the DMs book to adjust that.
    • "Additionally, we're looking at having the classes gradually layer in more capabilities over the first two or three levels, rather than providing a large number of class features at level 1, so that players new to the class have a short period of time to learn the basics of their class through play. Experienced players could simply start at 3rd level if they want to leap right into a more advanced starting experience." - Rodney Thompson.
    • Things don't scale so dramatically.
      • Makes equipment interesting for longer, monsters challenging for longer.
      • Ablity scores don't advance as quickly.
      • Attack bonus scales less, so ability score means more.
        • "...we're looking at a bounded accuracy system where accuracy (of everything, from attacks to spells) does not automatically go up with level." - Rodney Thompson.
      • Different reward options: monsters, quests, roleplaying.
    • Magic items no longer part of essential progression mathematics.
      • "We're running with the idea that magic items are special and not bound to character progression."
      • Magic items are possible, but difficult to create by PCs.
      • Not balancing the classes based on the expectation of magical items.
    • Castles & Followers: "We can also have other options, like building a castle, having followers and vassals. We can build that into what high level characters get." - Monte Cook.
    • 0-Level Play: "While I don't think level 0 play will be an assumed part of the core game, I think it's perfectly viable as an optional rules module. However, I'd also like to point out that themes do a lot for creating the kinds of character history." - Rodney Thompson.
    • Multiclassing: "...here's what we have in mind. When you gain a level, you can choose any class and gain a level in that class, much in the same way that it functioned in 3rd Edition. Of course, those of you who play or played 3E know that there can sometimes be issues with this, and if you aren't careful you can build a character that struggles with effectiveness at higher levels. However, there's a lot of good that comes out of this system, including organic character growth, expansive character building options without the need for large swathes of material, and the ability to express your character's specialties through a unique mix of classes." - Rodney Thompson.
      • "Another thing we're looking at is the way we word certain abilities, making sure that disparate classes work well together. For example, instead of the fighter having to spend a single action to make multiple attacks, we might say that the extra attacks that the fighter gains as he gains levels are effectively free actions that the fighter takes on his turn. Thus, if my fighter/wizard picked up an extra attack through his levels of fighter, he might be able to cast a spell as his main action and then still get his extra attack, giving him the benefit of all of his class levels." - Rodney Thompson.
  • Magic Items - iconic.  Flame-tongue, holy avenger, wand of wonder.
    • Cap on stat boosts from items.  
    • Gauntlets of ogre power exist.
  • No explicit power sources.  Moving away from jargon and keywords, towards natural language.
  • Skills & Ability Scores: the "Reimagining Skills & Ability Scores" seminar at DDXP was very informative.  Much of the info here came from that seminar, but read the full transcript for actual quotes.
    • "...ability scores were the same old 16 (+3), so still 3e/4e stats. Attack bonuses/AC were higher = better, so no THAC0."  [source]
    • The idea is to make ability scores have a big influence.
    • Half-orc gets +1 STR.  Fighter gets +1 STR. Generally race gets a +1 bonus.
    • Basic is 4d6 drop the lowest for ability scores, but other options available.
    • The DM can just say "yes, you have 17 STR, you burst through the door" - getting past some of the mundane rolls and not tie up game time with that. No roll to see if there's a gem in a jar, but an INT roll to find a hidden compartment.  Someone with 15 STR can just jump over a pit with no roll.
    • [NEW 19 APRIL] Heraldry mentioned as a skill. - D&D Podcast
  • Skill challenges - "I want them to die in a fire".
    • Complex skill checks within the narrative.
    • Describe actions, but can just make skill checks if you want.
    • Encourages narrative ways of, say, crossing the pit, rather than a simple skill check.
    • A class or theme might give a bonus to a skill, but no actual skill list.  DM calls for relevant ability score check, and if you have a class or character feature that gives a bonus to that action, you add it in.  Makes possible for open-ended, infinite set of specific flavorful  micro-skills.
    • Easy to completely leave skills out of the game.
    • "Advantage" is something a DM can hand to a player who uses a good description.
    • Option to roleplay and ignore ability scores.
    • A skill is essentially a notation to a stat.  For example, STR 15, and bonus to opening jam jars because you're just really good at that particular thing.
    • "Some characters had bonuses to certain actions, like the rogue being good at bluffing, the wizard using arcana to detect magic/identify items, the fighter kicking down doors left and right, and so forth. It seemed very simple, almost ad-hoc..."  [source]
  • Saving throws are back. 
    • They are ability checks.
    • CHA is linked to fear and charm effects.
  • Equipment - making it a bit more important.
    • Moving from gold to silver standard.
      • "Gold is the new platinum, and electrum is back. Electrum was explicitly found. EL-ECT-RUM." [source]
    • Mundane wand is 100gp, like fighter's scale armor.
    • Weapons defined by categories not specific names.  You're good with all axes, swords, bows, for example.  Fighter doesn't find a cool axe but can't use it because he didn't choose to be an axe guy - you're good at all weapons.
    • Accuracy and damage changes by weapon.  Also damage types (slashing/piercing, etc.).  
      • "There have been many times since the inception of 4E where we'd wished we had some kind of damage type for physical damage, a point that was driven home especially well when we did the design and development of the Gamma World game, which does have a physical damage type. I think the step that previous editions could have taken, but didn't, is to treat slashing, bludgeoning, and piercing damage types just like acid, cold, fire, etc. damage. That way, weapon users get a few more interesting choices in the weapons they wield, just like spellcasters have when making spell selection" - Rodney Thompson.
    • Weapon specialization benefits - some are like at-will attacks.
    • "Weapons were mostly similar, but proficiency bonuses seem back. We didn't really get to look at a list or anything. Simple/Martial split, light weapons were mentioned. I'm thinking a 3e/4e hybrid for weapons. Never saw any reach weapons... damage types did seem back but I can't be sure." [source]
    • [NEW 19 APRIL] "One area where we might make some tweaks is trying to level the playing field on a lot of common weapons, because for many players, a weapon is an aesthetic choice, and it's kind of a drag to pick a weapon for aesthetic reasons only to find out your character is somehow hampered because you didn't make another, less aesthetically pleasing choice. Also, yes, right now we're looking at typing weapon damage, just like we do with spell damage. So, a mace might do 1d8 bludgeoning damage, for example." - Rodney Thompson
  • Crafting: "The goal is to make sure the rules for crafting things are present, and that you can opt into being a craftsman if you want as a player, but that doing so doesn't consume a significant portion of the resources you need for adventuring. We've tinkered with putting it in themes, for example, as a benefit that you just get." - Rodney Thompson
  • Combat: Gridded combat in core rulebook.
    • But as an optional module.  
    • "Right now, the design of the game does not assume by default that you are using a battlemat and miniatures when adjudicating combat, and as such we feel confident that spells like cone of cold could be cones, and lightning bolt could be a line, without having too many problems. However, when we present the rules for using a grid for combat, we're going to want to present ways to convert those spells into the more grid-friendly areas like bursts and blasts. We can also present the grid-based versions of bursts, cones, lines, etc. found in the 3.5 Edition of the game. Moreover, we don't even have to limit ourselves to a square grid, and could present the rules for playing on a hex grid too, allowing each group to determine what fits their needs best." - Rodney Thompson
    • Additional tactical rules modules.
    • More gritty than 4E but not as gritty as OD&D.
    • "Measurement is in feet." [source]
    • "...charging kinda sucks. Extra damage, but you take a minus TO HIT as well as to your defenses. Very risky."  [source]
    • "Advantage" is something a DM can hand to a player who uses a good description.
    • "...the Rogue had "weapon finesse", but his damage was still Str-based. The attack roll seemed to be mostly Strength + a hidden weapon proficiency bonus, seemed to be +2 for everything+masterwork if any. It was modifier based, not score based"  [source]
    • Hit Points/conditions/statuses: "Hit points are a great example of an area of the game that we don't think needs any real changes. They have remained consistent in their use throughout the editions, and we think they are one of the touchstones of the game. We might tinker with acquisition and recovery of hit points, but the basic concept of hit points should remain unchanged." - Rodney Thompson
    • "So talking about things like stun, daze, and immobilzed right? Currently we're in the area that the effect should be relevant to the spell or power. For example there might be a power word stun spell that explains what stun is and goes from there. But we're probably not going to have too many abilities or spells that would do something like that.  We've pared down and increased the list of status effects, back and forth."
      • Healing: "First, I don’t think that clerics being the sole healers is something I’d consider a common trait of D&D throughout the ages; the bard and the druid classes were both capable healers in previous editions. Though the cleric was arguably the best healer in certain editions, others could fill that role; 4E just went further and standardized healing mechanisms between all healing classes. As I mentioned in the first question above, we also think there should be some self-healing or non-magical healing." - Rodney Thompson.
        • "This is a great example of where we can offer lots of options to create the kinds of games that any individual DM and his or her players want to play. Want to run a game where players are always healed up to full hit points between fights? No problem; we’ve got rules for that. Want to run a game that is super-deadly with disposable characters? We can do that too, just by tweaking things like hit points, availability of self healing, and so forth." - Rodney Thompson.
      • "...at level 1 most characters had about 15 HP" [source]
      • "- Con score = ded. You make a Con save to avoid dying. Fail, lose 1d6 HP. Make 3 and you stabilize. So, make, fail, fail, make, make, you're stable but down 2d6. Makes being dying kinda tense." [source]
      • "Ohh, resting. You get 4 rests per day; 2 short 10-minute ones, a 1-hour one, and an 8-hour one. 10-minutes give you back your level in HP, the 1-hour lets you get back 1/2 your hp OR re-prep some spells (one or the other, caster-bitches!), while an 8-hour gives you back both 1/2 HP and all your spells. There were no healing surges in sight." [source]
    • "Criticals were 4e/3e hybrids; roll a 20, do max damage AND roll to confirm. On a success, extra damage equal to your class' HD; rogue 1d6, fighter 1d10, etc." [source]
    • Critical Fumbles/Injuries: "Those are two great examples of things that probably wouldn't be core assumptions, but could live as modules, albeit in a core book."  - Rodney Thompson.
    • Reaction/Interrupt Actions: "...off-turn actions are one of the primary sources of game play slowdown—not simply in their resolution, but in the player's need to keep them in his or her mind all the time... Going forward, I think we'll want to address the challenges associated with off-turn actions in a couple of different ways. First, I think we'll want to be more cautious with how many we inject into the game. In order to retain the benefits of the "active defense" side of off-turn actions, we can look to saving throws as a method of providing that feeling, and then build mechanics that ride on top of the saving throw if the player chooses them." - Rodney Thompson.
  • "5e halflings seem faster than 3e ones, but slower than 4e ones (25 feet/5 squares), while armor appears to slow you down less (scale only slows you down by 5 feet it seems, not 10)."   [source]
Classes
  • Class Design: the class design seminar at DDXP was very informative.  A lot of info on this page came from that seminar, but read the full transcript for actual quotes from Monte Cook, Bruce Cordell, and Robert Schwalb.
    • Class list: "The goal at the moment is to include all the classes that were in the first PH style book for each edition." Specifically mentioned by WotC staff so far are: fighter, cleric, wizard, warlock, bard, paladin, psion, barbarian, monk, druid, warlord.
    • Different classes should have different levels of complexity.  But also varying levels of complexity within each class. Even the wizard has a base starting point that is less complex than what you can get into if you opt into some of the options.
    • "We definitely want the classes to be balanced, though having things exactly mathematically balanced isn't always the goal. If the fighter is 100% damage for example, then maybe this other class is 80% damage/combat and 20% exploration."
    • No class is mandatory.  But some are desireable (cleric in an undead campaign, druid in a nature campaign).
    • 3E-style multiclassing.
    • Classes still have important ability scores, but there's room for the charismatic fighter.
    • Classes give you bonuses like race does (e.g. a cleric gets a WIS bonus).
    • Common or uncommon classes. So for example fighters, clerics, wizards and clerics might be commmon while warlocks, bards, and paladins fall into uncommon and something like the assassin might be rare.  Some of the classes labeled rare might be a bit more complex or difficult to pick up.
    • Character creation 15 mins for experienced players, 30 mins for a new player.
      • "What we're really getting at is that character creation should take as long as you want. If you want to jump into a game quickly, you can put together an easy character and not worry about too many of those options. But if you want to build the more complex character and go through the options and tweak it to be exactly what you want, then you have the time and options for that."
  • Themes & Backgrounds: themes cover potion-makers and blacksmiths.  Like kits from 2E. You can improve in that theme with feats etc.  Or you can use skills and feats to customize your own theme.
    • Themes such as commoner, noble, knight, apprentice.  Also planetouched, deva, avenger. There is one called "pub crawler".  So you can have an avenger themed paladin.
    • Themes tie into open-ended skill system - skills for specific themes.
    •  "Our current plan is to condense skill and feat choices into two choices: background and theme. Background tells you where you came from, who you were, and what you are trained to do. Your background gives you a set of skills, specific tasks, areas of knowledge, or assets a character of that background ought to have. The thief background gives you Pick Pockets, Stealth, Streetwise, and Thieves’ Cant. The soldier background gives you Endurance, Intimidate, Survival, and an extra language. We want your abilities to carry the weight of basic task resolution, so these skills improve your chances when you perform tasks related to them or just let you do something, such as cook a meal, speak Goblin, or run for twice as long as the next person. Where background speaks to the skills you possess, your theme describes how you do the things you do. All fighters, for example, kick ass in combat because they are fighters. A sharpshooter fighter is awesome with ranged weapons while a slayer fighter dominates in hand-to-hand combat. Your theme helps you realize a certain style, technique, or flavor through the feats it offers. Each theme gives you several feats, starting with the first one right out of the gate. As you gain levels, your theme gives you additional feats that reflect the theme’s overall character."  - Monte Cook.
  • Fighter was the hardest class to design.  Druid second hardest.  Monk easy.
    • "The fighter is also the class that supports the broadest spectrum of archetypes, from swordsman to archer." - Rodney Thompson.
    • "I will say my Fighter was +X to hit, rolled dice a lot" - Dave C. of Baldman Games (which runs DDXP); this appears to confirm that + to hit remains, as opposed to some other mechanic.
    • "So for example, if your fighter goes up a level and would normally get some bonus damage or a bonus to hit, or something simple, then maybe instead you could choose to replace that with an option or options that allow you to do some cool moves that allow you to push people around, or protect your allies a bit more, or control the battlefield a little more."
    • Fighters have their version of abilities and options as well, but it will have a different feel than the Vancian magic for arcane stuff.
    • Monte Cook: "For example, the basic game fighter might have specific level-bases abilities. Things that every fighter has. If you decide to get more customized, you can swap standard abilities for more complex, optional abilities. These are the kinds of things that feats do now. But the complex stuff is balanced with what's in the core. One character is more complex, but not necessarily more powerful."
    • "...in several editions the fighter's primary mechanics are tightly tied to subsystems that, in the upcoming iteration of D&D, might be optional or even absent. The 3rd edition fighter gets a lot of bonus feats, but what if feats were an optional subsystem? The 4th edition fighter derives much of its mechanics from the powers system; what would the fighter look like if powers were optional? In 4E, the fighter would be left with marking or defender aura, but I would argue that the fighter's defender mechanics are representative of a play style that should be available to many different character archetypes, and not be the sole province of the fighter." - Rodney Thompson.
    • "Instead of the fighter getting a better and better attack bonus, he instead gets more options to do stuff as he goes up in level, and his attack bonus goes up at a very modest rate." - Monte Cook.
    • "For example, the fighter might be concerned with things like the preservation of hit points, which not only includes making strategic choices at character creation, but also might involve managing a pool of self-healing resources, or using defense-based options to mitigate damage while still occupying an enemy's attention (thus also mitigating the damage that enemy could do to the fighter's allies)." - Rodney Thompson
    • "I mentioned that the fighter could serve the need for a low complexity class, and also have options to serve the needs of those who want a high complexity class." - Rodney Thompson
    • "For example, if you substitute maneuvers in for individual attacks, the fighter class plays more like a mix-and-match system combining maneuvers and multiple attacks; on my turn, I charge the orc, then use my next attack to disarm him, and my final attack to push him back away from the weapon he dropped." - Rodney Thompson.
    •  "...our current vision for both the fighter and the rogue includes access to a system of combat maneuvers." - Rodney Thompson.
    • "...instead of the fighter having to spend a single action to make multiple attacks, we might say that the extra attacks that the fighter gains as he gains levels are effectively free actions that the fighter takes on his turn." - Rodney Thompson
  • Psion, wild talents exist.  As do rituals.
  • Barbarian: fits with what some of us are familiar with, he rages and can take lots and lots of damage and deal out lots of damage. 
  • Cleric: has an interesting mix of healing and other options. Cleric getting back to the cleric of 1E that fights with a mace and shield and gets his party back up.
    • Core is Vancian (like Wizard).
    • "I don't think 'requiring someone to be a healer' is a sacred cow, but having healers in the game is. I wouldn't want to see D&D do away with healing, but I don't think there's anything keeping us from exploring a version of D&D where players can simply play anything they want, ignoring concepts like role and function when putting together their party. To do so, we would need to take a serious look at the way player resources are allocated in D&D, and make some adjustments to the assumptions behind the design of everything from adventures to encounters to monsters." - Rodney Thompson.
    • "...the cleric was very, VERY adept at stabilizing people, like, move-attack-YOUARENOTDYING good at it." [source]
    • "Seemed like standard low-level 2e/3e fair, cure wounds, bless, etc. Nothing huge, fancy, or off-the-wall."  [source]
    • Mike Mearls discusses turning undead in this column: "When a cleric attempts to turn the undead, he or she makes a Charisma check (presumably with a bonus based on cleric level—maybe +1 per 2 levels?). All the undead within a 30-foot cone in front of the cleric are subject to the turn attempt. Each undead creature has a turn DC embedded in its description. If the cleric succeeds against a creature, the creature suffers the effects described alongside its turn DC. If the check fails, the cleric's attempts to turn that specific creature automatically fail for the next 24 hours. This approach places the effects related to a turn attempt within the individual creature's description, which allows DMs and designers to determine what happens when you turn a specific type of undead monster."
      • "I like the literal idea of turning, as in turning away the undead from the cleric rather than blasting them with holy energy." - Mike Mearls.
  • Warlord: "The one we saw was very charisma-based, lowish strength, but very 4e in basic function; initiative bonuses and granting free attacks to others that did extra damage, presumably by pointing out how very stabbable faces are." [source]
  • Wizard: Vancian magic is core. Other options for other classes, but wizard and cleric are Vancian.
    • [NEW 19 APRIL] Six spells per level in the "basic" game. - D&D Podcast
    • Wizards have magical feats that are basically at will abilities. Wizards have magical feats (at-will, always available). Hold on to higher spells until needed.
    • Fireball is a static 5d6. If you want more damage, you use a higher-level spell slot.
    • "...there's no reason why, in addition to Vancian spellcasting for wizards and other classes, we couldn't explore alternatives. If we've done our job right, we can provide rules for spell points or some other spellcasting system, or maybe several other spellcasting systems if we need to. A goal for the game is to make it as modular as possible while still maintaining a baseline of classic D&D fantasy, and part of that modularity can include alternatives to mechanics presented in the baseline. We also know that there are elements of non-Vancian magic systems that would be a good idea to incorporate into a Vancian wizard; at-will spells are a piece of game tech that doesn't fit in the classic Vancian model, but that we know is both popular with players and also helps reinforce the wizard as a representative of the master-of-magic archetype."  - Rodney Thompson.
    • Rituals are there for the really big spells that are super awesome, but might take a bit longer to cast.
    • Spell Components - limited to rituals only. Rare components as quests.
    • Feats cover at-will abilities.  Wizard has javelin of fire at-will feat ability.
    • "Magic seems Vancian, with spells leveled 1 to 10. Yes, no 0 spells on the sheet, but the bar clearly went to 10." [source]
    • "The wizard had some type of at-will magic attack, rinky-dink spell, and a very limited Vancian-style pool of prepared spells. Casting spells was a mishmash of 4e and 3e, opposed attacks vs rolled defense, with the attacker setting the DC with a roll and the defender rolling against that." [source]
    • "Magic Missile just plain hit.  It was either 1d4+1 or 1d6+1 I think, BUT, it was definitely 2 missiles."  [source]
    • "...an at-will scorching ray type deal, some daily magic missile-age, mage armor... the basic stuff really." [source]
    • "Spell descriptions looked 3e-style"  [source]
  • Rogue: "...our current vision for both the fighter and the rogue includes access to a system of combat maneuvers." - Rodney Thompson.
    • "The rogue in the current playtest document has sneak attack, and it’s a combination of the 3rd Edition and 4th Edition rules. The extra damage as of right now goes all the way up to 10d6 at the highest levels, but a rogue can use the damage against anybody. " - Robert Schwalb.
    • "I’m dancing around an idea, so I might as well come out and say it. Here it is: Everyone in the game can backstab. Rogues, if they want, can be the best at backstabbing." - Robert Schwalb.
Settings
  • The Forgotten Realms will be supported from the start, and a video game art studio from China has been hired to fully detail the Realms. We asked if going forward support would be continued for the current time after the Spellplague and the Neverwinter Campaign. A WotC spokesperson answered, "The Forgotten Realms has a rich history and we will support all of it. It is for the gamers to decide which time they would enjoy playing in." That would allow Wizards to take advantage of a massive back catalog of products.
  • There are no current plans that we know of for other settings - we assume these will follow in later years.
  • "Just as fans like different mechanics and styles of play, so too do they like lots of settings. We’re making plans to ensure that your setting of choice is incorporated into our plans, but right now it’s too early to go into specifics." - Mike Mearls.
  • On timelines: "I can't give a specific answer to that. We know there are things that people like and dislike about different timelines in the various settings. If there's information that's part of the canon, it still happened. We won't tell people in what time period to play in." - Mike Mearls.
  • Other Settings:  "The stories and worlds of past editions of D&D are just as important to our development and ideas for D&D Next as the rules and other information is. I don't have any more information to share at this time, but we're definitely exploring and excited about what we have planned." - Mike Mearls.
Art
  • A video game art studio from China has been hired to fully detail the Realms.
  • The Future of Dungeons & Dragons by D&D's Senior Art Director, Jon Schindehette (who will also be writing some articles for DDI "to talk about the creative process involved with the creation of D&D, and the art and artists of Dungeons & Dragons" starting in February).
  • "...in the last two editions if you look at the art, I think you'll see a lot of characters that look like super heroes. They all look like they've been to the gym recently, they don't have backpacks for traveling through the dungeon - the guys are well shaven. In our recent art we've added a more diverse, modular approach - you've got people that look vastly different. You'll have the halfling who's a bit overweight with some food stains on his clothes along side the more heroic look dashing sort." - Jeremy Crawford
  • "Art should tell the story of D&D. Show you a scene that looks like it's an adventure." - Mike Mearls.
Articles

The following articles all deal with the new D&D game; several of the below writers were present at a "D&D Summit" where they playtested an early development version of the game under an NDA:
The following articles cover the DDXP playtests and seminars:
  • weem has used modern art software to recreate the Caves of Chaos adventure map. The Caves of Chaos is part of the classic adventure Keep on the Borderlands used by WotC for the D&D Next playtests at DDXP. 
  • Initial Impressions of the New D&D is an article at Critical Hits which - well, it does what it says on the box. Based on the playtests. 
  • Running the New D&D and Playing Games is a companion article to the above piece; it also covers some of the non-D&D content at DDXP, such as Magic: The Gathering and Marvel Heroic Roleplaying. 
  • DDXP 2012 Recap (This Is My Game) has some general impressions of the playtest, plus some non-D&D Next content. 
  • My first look at D&D Next (D&D The Fifth Column) - "First, the prototype of D&D Next absolutely captures the feel of classic D&D. Since I started with the Moldvay Basic Set in 1980, to me the game felt very much like Basic D&D–but there were elements which I knew would resonate with someone for whom 1e was the baseline. Talking with one of my traveling companions, who had played mostly 3.x, I found that he had gravitated to parts of the new system that evoked the feel of 3rd edition." 
  • DDXP 2012 Report: The First Glimpses at the New Edition of Dungeons & Dragons (Geek's Dream Girl) covers the first of the seminars. 
  • New info on classes in D&D Next (Trollish Delver) covers the second of the seminars.
These articles are reactions to the news - some in places you wouldn't expect to see it, which gives us the impression that WotC has really reached out to the mainstream audience:
The following are podcasts reacting to the announcement:
3rd Parties, OGL, GSL
  • "We'll have more information on the GSL as it relates to the next edition in the near future. Personally, I have a copy of 'The Cathedral & the Bazaar' on the shelf at work From my days as a programmer and as a freelance RPG designer, the bulk of my work involved open platforms which did a lot for a game that relies so much on individual creativity." - Mike Mearls.
  • "And although of course no one can possibly speak with actual authority of the future on this topic, I can assure you that the OGL issues that plagued 4th Edition's release are lessons that did not go unheeded." - Bruce Cordell.
  • "I think that an open license speaks to how people think about D&D, and in some ways it is a big part of the game’s culture. We want people to feel like we’re making an effort to include everything that they love about the game, and we’re exploring options for third party publishers." - Mike Mearls.
What of 4E and DDI?
  • No solid information yet.
  • "We plan to continue offering people access to tools like the D&D Character Builder and the D&D Monster Builder to support 4th edition. We're also exploring ideas for conversion tools so that some of the 4th edition characters and content will be playable with the next edition." - Mike Mearls.
  • "At this point our plans are to continue to provide support to 4E characters in the character builder." - Mike Mearls.
Other Items
  • DDI Virtual Table: "We also designed the tool with the flexibility to support integration with tools, stat-blocks, and skins for all editions of D&D, including future ones." - Rory Madden (producer for Game Table Online, the company making the Virtual Table for DDI)
  • PDFs/Digital: "We're definitely looking into the digital options and we want to find ways to get that product to people, but we need to make sure we find what what's best for you and for Wizards. When we have more information we'll be sharing it." - Mike Mearls.
  • Errata: "We're working on a better process for errata, and we hope very much to not have as much errata in D&D Next." - Mike Mearls.
Polls

EN World is holding occasional polls to guage your opinion on various aspects of the upcoming game.  The polls are listed below:
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