Well, pretend to, at least. WOTC has an article about what development is on their site. At the end, there is a quiz they used to give people looking for a job as a developer (I'm assuming they use a different quiz nowadays). I'll include the questions as well as my answers:
[bq]1. In D&D, class and race are crucial elements that define a character's role in the party and his place in the world. It's no coincidence that they're among the most important game mechanics for developers to understand.
a) What is the most powerful class in the Player's Handbook, and why is it the most powerful?
b) What is the least powerful race in the Player's Handbook, and why is it the least powerful?[/bq]
A: I think the most powerful class in the PHB is the druid, with competition from the cleric. They have powerful spellcasting abilities, decent combat capabilities (especially when wild-shaped), and pretty good skills. In addition, they have an animal companion that will often be a holy terror in combat, they can spontaneously summon more animals to help them, and they can wild shape to get lots of different capabilities in a highly flexible way.
B: The half-orc. They have negative stat adjustments, a racial ability that's not unique (Darkvision), and another that's mostly negative (the most common effects that are linked to being considered an orc are dwarves getting +1 tp attacl you and being affected by orcbane weapons.
[bq]2. Longstrider is a 1st-level ranger and druid spell that increases movement by 10 feet for 1 hour per level. Is this spell more powerful, equally powerful, or less powerful than most 1st-level spells? Why do you think this is true?[/bq]
I don't think it's a particularly powerful spell, though it does have its uses. +10 ft of movement isn't that impressive, especially since the spell has a range of personal and most druids and rangers will stick to light armor, thus already having decent movement (it would be more impressive if you could cast the spell on the dwarf tank to compensate for his poor movement).
[bq]3. The concept of the "swift action" (as described in such books as Expanded Psionics Handbook and Complete Arcane) is a relatively new addition to D&D. Why were swift actions (especially swift-action casting time spells) added to the game? What's the downside of adding swift actions to the game?[/bq]
I think they were added because there was need for something between a "pure" free action and a move action - something you could do while doing other stuff, but still with a limit. They are especially useful for abilities that "self-buff" a character, like many of the Psychic Warrior powers. Actions are one of the most limited resources characters have, so a character that has to spend precious actions prior to combat beefing himself up would be pretty weak - but buffing and fighting is fun.
As for downsides, they do add complexity to a system that's already enormously complex, and they do eat up a quarter of a page in each book where they're used (since they're not in the core rules, they need to be explained).
[bq]4. You're part of the development team for the next D&D sourcebook. If these two feats were part of the design turnover, what are some comments that you would make about them?
Arcane Defiance
Your knowledge of one school of spells enables you to better resist spells from that school.
Prerequisites: Int 12, Spell Focus in the chosen school, ability to cast one spell from the selected school.
Benefit: Select one school of spells that you can cast and for which you have the Spell Focus feat. You get a +1 bonus on saving throws against spells from that school.
Burning Barrier of Breath
You can channel the power of your breath weapon to create a barrier of flames.
Prerequisites: Cha 13, breath weapon.
Benefit: Use your breath weapon to cast wall of fire.[/bq]
Arcane Defiance is incredibly weak, both compared to Spell Focus and the save-increasing feats (Great Fortitude etc.). +1 to saves against one school is worth much less than +1 to save DCs when casting spells from that school, mostly because you don't decide what spells someone will cast at you. Also, +1 to approximately 10% of all saves (assuming the spells you get cast at you are split evenly across schools, and a significant number of saves are against non-magic things like poison) is a lot weaker than +2 to a third of all saves (Great Fortitude etc.). I would increase the bonus to +2 or +3. Also, the Int prerequisite should be an odd number, if it's going to be there at all (I don't think it's needed, really - like I said, it's not like this is a powerful feat).
Burning Barrier of Breath is just confusing. First, why should a black dragon (who spits a line of acid) be able to create a wall of fire with his breath weapon? Does it count as a use of the BW? What is the caster level? Can you put the Wall anywhere you like (like the spell) or is it somehow limited to the area covered by your BW? Frankly, I'm thinking this feat might be beyond rescue.
[bq]5. You're part of the development team for the next set of D&D Miniatures. If this model were part of the design turnover, what comments would you make about it?
Ruby Golem
Cost: 38
Faction: CG
Type: Construct
Level: 8
Speed: 4
AC: 22
HP: 80
Melee Attack: +4/+4 (10)
Special Abilities
Fearless
Regeneration 5 (heal 5 damage each time Ruby golem is activated)
Sonic weakness (Ruby golem cannot regenerate damage from sonic attacks)
Magic Immunity (Whenever a spell is cast on ruby golem roll 1-10 the caster gets the spell back and it has no effect, 11-20 the caster loses the spell and it has no effect.)
Warband building
Ruby Golem can be played in any warband but costs an extra 5 points and loses fearless if he is not in CG.[/bq]
Sorry, I have no clue whatsoever about D&D Miniatures.
[bq]6. Your development team has decided that this rule is mechanically balanced, but the team lead tells you that it needs to be rewritten for clarity. How might you rewrite this rule and why?
While this effect affects you, your Reflexive saves are improved by +2 if you're a rogue or other kind of character with evasion, except when she's flat-footed or loses her AC Dex bonus, in which case she doesn't get any bonus, but if she has improved evasion improves you to +4.[/bq]
You get +2 to Reflex saves if you have Evasion, or +4 if you have Improved Evasion. You lose this bonus when you lose your Dex bonus to AC for any reason.
[bq]7. Describe a game mechanic (from a game other than a roleplaying game) that you think is good, and explain why you think it's good.[/bq]
(Damn, can't think of any at the moment)
[bq]1. In D&D, class and race are crucial elements that define a character's role in the party and his place in the world. It's no coincidence that they're among the most important game mechanics for developers to understand.
a) What is the most powerful class in the Player's Handbook, and why is it the most powerful?
b) What is the least powerful race in the Player's Handbook, and why is it the least powerful?[/bq]
A: I think the most powerful class in the PHB is the druid, with competition from the cleric. They have powerful spellcasting abilities, decent combat capabilities (especially when wild-shaped), and pretty good skills. In addition, they have an animal companion that will often be a holy terror in combat, they can spontaneously summon more animals to help them, and they can wild shape to get lots of different capabilities in a highly flexible way.
B: The half-orc. They have negative stat adjustments, a racial ability that's not unique (Darkvision), and another that's mostly negative (the most common effects that are linked to being considered an orc are dwarves getting +1 tp attacl you and being affected by orcbane weapons.
[bq]2. Longstrider is a 1st-level ranger and druid spell that increases movement by 10 feet for 1 hour per level. Is this spell more powerful, equally powerful, or less powerful than most 1st-level spells? Why do you think this is true?[/bq]
I don't think it's a particularly powerful spell, though it does have its uses. +10 ft of movement isn't that impressive, especially since the spell has a range of personal and most druids and rangers will stick to light armor, thus already having decent movement (it would be more impressive if you could cast the spell on the dwarf tank to compensate for his poor movement).
[bq]3. The concept of the "swift action" (as described in such books as Expanded Psionics Handbook and Complete Arcane) is a relatively new addition to D&D. Why were swift actions (especially swift-action casting time spells) added to the game? What's the downside of adding swift actions to the game?[/bq]
I think they were added because there was need for something between a "pure" free action and a move action - something you could do while doing other stuff, but still with a limit. They are especially useful for abilities that "self-buff" a character, like many of the Psychic Warrior powers. Actions are one of the most limited resources characters have, so a character that has to spend precious actions prior to combat beefing himself up would be pretty weak - but buffing and fighting is fun.
As for downsides, they do add complexity to a system that's already enormously complex, and they do eat up a quarter of a page in each book where they're used (since they're not in the core rules, they need to be explained).
[bq]4. You're part of the development team for the next D&D sourcebook. If these two feats were part of the design turnover, what are some comments that you would make about them?
Arcane Defiance
Your knowledge of one school of spells enables you to better resist spells from that school.
Prerequisites: Int 12, Spell Focus in the chosen school, ability to cast one spell from the selected school.
Benefit: Select one school of spells that you can cast and for which you have the Spell Focus feat. You get a +1 bonus on saving throws against spells from that school.
Burning Barrier of Breath
You can channel the power of your breath weapon to create a barrier of flames.
Prerequisites: Cha 13, breath weapon.
Benefit: Use your breath weapon to cast wall of fire.[/bq]
Arcane Defiance is incredibly weak, both compared to Spell Focus and the save-increasing feats (Great Fortitude etc.). +1 to saves against one school is worth much less than +1 to save DCs when casting spells from that school, mostly because you don't decide what spells someone will cast at you. Also, +1 to approximately 10% of all saves (assuming the spells you get cast at you are split evenly across schools, and a significant number of saves are against non-magic things like poison) is a lot weaker than +2 to a third of all saves (Great Fortitude etc.). I would increase the bonus to +2 or +3. Also, the Int prerequisite should be an odd number, if it's going to be there at all (I don't think it's needed, really - like I said, it's not like this is a powerful feat).
Burning Barrier of Breath is just confusing. First, why should a black dragon (who spits a line of acid) be able to create a wall of fire with his breath weapon? Does it count as a use of the BW? What is the caster level? Can you put the Wall anywhere you like (like the spell) or is it somehow limited to the area covered by your BW? Frankly, I'm thinking this feat might be beyond rescue.
[bq]5. You're part of the development team for the next set of D&D Miniatures. If this model were part of the design turnover, what comments would you make about it?
Ruby Golem
Cost: 38
Faction: CG
Type: Construct
Level: 8
Speed: 4
AC: 22
HP: 80
Melee Attack: +4/+4 (10)
Special Abilities
Fearless
Regeneration 5 (heal 5 damage each time Ruby golem is activated)
Sonic weakness (Ruby golem cannot regenerate damage from sonic attacks)
Magic Immunity (Whenever a spell is cast on ruby golem roll 1-10 the caster gets the spell back and it has no effect, 11-20 the caster loses the spell and it has no effect.)
Warband building
Ruby Golem can be played in any warband but costs an extra 5 points and loses fearless if he is not in CG.[/bq]
Sorry, I have no clue whatsoever about D&D Miniatures.
[bq]6. Your development team has decided that this rule is mechanically balanced, but the team lead tells you that it needs to be rewritten for clarity. How might you rewrite this rule and why?
While this effect affects you, your Reflexive saves are improved by +2 if you're a rogue or other kind of character with evasion, except when she's flat-footed or loses her AC Dex bonus, in which case she doesn't get any bonus, but if she has improved evasion improves you to +4.[/bq]
You get +2 to Reflex saves if you have Evasion, or +4 if you have Improved Evasion. You lose this bonus when you lose your Dex bonus to AC for any reason.
[bq]7. Describe a game mechanic (from a game other than a roleplaying game) that you think is good, and explain why you think it's good.[/bq]
(Damn, can't think of any at the moment)
Last edited: