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D&D 5E Interesting talk with Mike Mearls (a few secrets slip too!)


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Tormyr

Hero
And therein lies the conundrum. :)

The thing is... if I didn't already know a DMG with a whole bunch of fully playtested modules was going to be released in two months, I most likely would just use the PH as "the game" and then add in a couple house rules for things that really bothered me. But those house rules would be ideas I just guesstimated would be balanced and effective. So to know that perhaps better written, better tested, and better designed house rules that do the exact same thing could be appearing in the DMG in November is really gonna gnaw at me if I end up starting the game in September. Teaching my players some perhaps bad rules before getting them the better ones a couple months in.

Yeah, it's only two months and it'll be over before I know it... but still. I just conceptually prefer the idea of only needing to change the rules in the PH once and getting it over with for my players. But what can I do, ya know? C'est la vie!

This is meant in the nicest way possible: Just get your campaign going and start having fun with it now. Let your players know that there will be a few minor changes when the DMG comes out and get to using 5e now. You might even find by November that some of the modifications you were looking at are not really necessary, but you will have enough playtime under your belt to be able to make informed choices about what you want to change.
 

TerraDave

5ever, or until 2024
six things...what could they be.

The deemphasis on volume and the focus on quality is a huge thing for me. A huge relief. I am happy to pay more for the core books in return. Its actually like going back to more of a 1E approach, well, one that builds on decades of experience.

He is also clearly excited by their "digital gaming" plans....that we have no idea about. Lots of announcements to come.
 

Thaumaturge

Wandering. Not lost. (He/they)
The way I'm planning on doing it is running vanilla PH(B) for the first couple of months just to see how vanilla 5e plays. About the time the DMG comes out, I expect to know the system well enough to know what tweaks I'd want to make to it in the first place. And if there are things the DMG doesn't address, I'll add those in a few months after I get the DMG.

For me the timing of these books is good. If the DMG came out at the same time, I'd be tempted to fiddle with a bunch of options without really playing the base game much. Of course, I plan on playing 5e for years. A few months of just the base game doesn't seem too bad.

Thaumaturge.
 

Andor

First Post
Interesting article. Here are my takes aways:

As far as worrying about sales goes, we’re definitely approaching the business in a different way. In the past, the way to make the business work was to release more and more RPG books. In reviewing sales records, it’s pretty clear that after a few expansions people simply stop buying and many even stop playing. Could you imagine trying to keep up with a boardgame if a new expansion or three came out for it every month?

Instead of flooding the market with an endless tide of RPG books, we’re moving to diversify the business. We have two active MMOs, board games, miniatures, t-shirts, novels, and even more stuff we’re working on.


1920.jpg MOICHENDISING!

By sharing the rules, we’re making it easier than ever for people to get into D&D. For way too long the rules have been a deterrent. So, it’s really about focusing on what’s important – campaigns and adventures – and selling that, while removing barriers to entry.

They seem to be going to the 2e sales model where the core books drive sales of campaign supplements, rather than the 3e model where supplements drove sales of the core books. Which is odd given that TSR nearly went under during the 2e days and WoTC made plenty of cash from 3e. The fact is that a group only needs one box set, usually bought by the GM, but everyone like to have their own rulebooks. I'm hoping they do well, but I think they may have backed the wrong pony.

The complex fighter regains expertise dice, the resource used to power maneuvers, after taking a one hour rest. In essence, those are encounter powers.

So short rest powers are considered encounter powers by the design team. ... I think either that very much changes the definition of an encounter, or it just means that they don't translate well from 4e to 5e since the barrier to recovery is much higher and the odds of running multiple fights between shorts rests approaches 1 under most circumstances.

The feats example is spot on. The idea is to let players find their own happy level of complexity, rather than mandate a threshold that might be too high or low.

In terms of balance, the fighter is a great example. The really simple fighter has the ability to score far more critical hits than the complex fighter. The critical hit rule is very easy to learn, and scoring more of them is exciting. In play, though, it’s fairly simple to learn and apply that benefit.


We knew this was a design goal, I'm glad to see it made it through the gauntlet of production.
 

The way I'm planning on doing it is running vanilla PH(B) for the first couple of months just to see how vanilla 5e plays. About the time the DMG comes out, I expect to know the system well enough to know what tweaks I'd want to make to it in the first place. And if there are things the DMG doesn't address, I'll add those in a few months after I get the DMG.

For me the timing of these books is good. If the DMG came out at the same time, I'd be tempted to fiddle with a bunch of options without really playing the base game much. Of course, I plan on playing 5e for years. A few months of just the base game doesn't seem too bad.

Thaumaturge.

I have to say, after decades of DM'ing and experimenting with rules and design, I no longer see any value in insisting on playing "the vanilla game". I could if one were new to it.
 

TwoSix

"Diegetics", by L. Ron Gygax
And my mind immediately went to further customization within a single character. For example an archery based fighter with a d10 prof die could trade using a d8 for melee attacks, but gain a d4 for stealth. I'm shooting from the hip here, but it seems massive customization would materialize. (And there is no reason this works any less with flat values, but dice just made it pop out in my mind for whatever reason)
I like that idea. Reminds me of Alternity, which isn't a bad thing.

Proficiency dice would also seem to be an excellent vector for more granular bonuses and penalties, without requiring more calculation at the table. Maybe some conditions force you to give up your proficiency die, for example.
 


TwoSix

"Diegetics", by L. Ron Gygax
They seem to be going to the 2e sales model where the core books drive sales of campaign supplements, rather than the 3e model where supplements drove sales of the core books. Which is odd given that TSR nearly went under during the 2e days and WoTC made plenty of cash from 3e. The fact is that a group only needs one box set, usually bought by the GM, but everyone like to have their own rulebooks. I'm hoping they do well, but I think they may have backed the wrong pony.
Depends. Paizo handles this by having their adventure paths and smaller campaign setting books include player guides, which have a fair amount of adventure/campaign specific crunch. Crucially, possession of these books is required to be able to use the options for organized play.

While I'm not sure WotC will go that route, I'm expecting to see options to buy a book, and then gain access to the book in their online tools.
 


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