D&D 5E Kate Welch on Leaving WotC

Kate Welch left Wizards of the Coast a few days ago, on August 16th. Soon after, she talked a little about it in a live-stream. She started work at WotC as a game designer back in February 2018, and has contributed to various products since then, such as Ghosts of Saltmarsh and Descent into Avernus, as well as being a participant in WotC's livestreams. In December 2019, her job changed to...

Kate Welch left Wizards of the Coast a few days ago, on August 16th. Soon after, she talked a little about it in a live-stream.

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She started work at WotC as a game designer back in February 2018, and has contributed to various products since then, such as Ghosts of Saltmarsh and Descent into Avernus, as well as being a participant in WotC's livestreams. In December 2019, her job changed to that of 'senior user experience designer'.

"I mentioned yesterday that I have some big news that I wouldn't be able to share until today.

The big news that I have to share with you today is that I ... this is difficult, but ... I quit my job at Wizards of the Coast. I no longer work at Wizards. Today was my last day. I haven't said it out loud yet so it's pretty major. I know... it's a big change. It's been scary, I have been there for almost three years, not that long, you know, as far as jobs go, and for a while there I really was having a good time. It's just not... it wasn't the right fit for me any more.

So, yeah, I don't really know what's next. I got no big plans. It's a big deal, big deal .... and I wanted to talk to you all about it because you're, as I've mentioned before, a source of great joy for me. One of the things that has been tough reckoning with this is that I've defined myself by Dungeons & Dragons for so long and I really wanted to be a part of continuing to make D&D successful and to grow it, to have some focus especially on new user experience, I think that the new user experience for Dungeons & Dragons is piss poor, and I've said that while employed and also after quitting.

But I've always wanted to be a part of getting D&D into the hands of more people and helping them understand what a life-changing game it is, and I hope I still get the chance to do that. But as of today I'm unemployed, and I also wanted to be upfront about it because I have this great fear that because Dungeons & Dragons has been part of my identity, professionally for the last three years almost, I was worried that a lot of you'll would not want to follow me any more because I'm not at Wizards, and there's definitely some glamourous aspects to being at Wizards."


She went on to talk about the future, and her hopes that she'll still be be able to work with WotC.

"I'm excited about continuing to play D&D, and hopefully Wizards will still want me to appear on their shows and stuff, we'll see, I have no idea. But one thing that I'm really excited about is that now I can play other TTRPGs. There's a policy that when you're a Wizards employee you can't stream other tabletop games. So there was a Call of Cthulhu game that we did with the C-team but we had to get very special permission for it, they were like OK but this is only a one time thing. I get it, you know, it's endorsing the competition or whatever, but I'm super excited to be able to have more freedom about the kinds of stuff that I'm getting involved with."
 

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The thing with on-boarding is that what you want from a teaching manual is very different from what you want from a reference manual. When I'm playing D&D or Pathfinder, what I want the rules to do is to quickly tell me "what does X do?". How much damage does a fireball do? What does the Backstabber trait on a dogslicer mean? What does it mean if I'm grappled? But I've been playing for a while, so I already know the basics of the game. A book that's useful for me at the table is probably horrible for someone learning to play, and a book that's good for on-boarding new players would be a horrible reference manual.

Yes, in instructional documentation teaching procedures to new users and providing a reference to experienced users are two different kinds of content. A lot of boardgames have recognized this, and have separate Learn to Play Guides and Rules References. A further level of incoherence is added to RPG rulebooks, because you also have people who read them for pleasure. So RPG books are typically trying to serve three masters:

1) New player who needs to learn the procedures of play.

2) Existing player who needs to reference specific system procedures and details.

3) Reader who wants to consume the book as an entertaining text and may never use it in play.

1 and 3 can be combined by giving careful thought to layout and presentation, and keeping the rules and fluff distinct. 2 is best presented in a separate document, and delivered in a compact and accessible format, like the 4E Essentials Rules Compendium or the Savage Worlds Explorer's Edition. But then we run into the default D&D publishing model of big, hardcover books. So many forces working against WotC delivering rules in an effective format.
 

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Parmandur

Book-Friend
Yes, in instructional documentation teaching procedures to new users and providing a reference to experienced users are two different kinds of content. A lot of boardgames have recognized this, and have separate Learn to Play Guides and Rules References. A further level of incoherence is added to RPG rulebooks, because you also have people who read them for pleasure. So RPG books are typically trying to serve three masters:

1) New player who needs to learn the procedures of play.

2) Existing player who needs to reference specific system procedures and details.

3) Reader who wants to consume the book as an entertaining text and may never use it in play.

1 and 3 can be combined by giving careful thought to layout and presentation, and keeping the rules and fluff distinct. 2 is best presented in a separate document, and delivered in a compact and accessible format, like the 4E Essentials Rules Compendium or the Savage Worlds Explorer's Edition. But then we run into the default D&D publishing model of big, hardcover books. So many forces working against WotC delivering rules in an effective format.

But what if most of 2 fits under 3, as well?
 

The symmetry and exceptions based rules are part of the fun.

The base rules are quite short, and a player only needs to know his own exceptions at any given time. Reduce that, and we may as well be playing a boardgame (notably, the Powers worked very well for the boardgame line).
Well, the theme was about the 'User Experience' and I think the general tone of the discussion has been about how it is too fiddly for a lot of new players, and how it is difficult to 'start cold' and play. I feel that this sort of complexity is a big part of the reason for that. I can't address, and don't really want to address, your aesthetic preferences, they don't really bear weight on the topic at hand, do they?

As a game designer, I think that there is only so much you can load up into people's minds. So introducing these extra layers of distinctions and subtleties is burning part of your 'budget'. So the question is twofold. Is 5e 'over budget'? And did this feature haul its weight?

My own experiments and experience with extending and reworking the 4e approach tells me that it can be even more drastically simplified in some respects. It also tells me it can be quite thematic and interesting, when the narrative weight of the game is bound onto other game processes.

I think, personally, that 'classic' D&D, and 5e, put too much weight on using spells as a key part of narrative generation. This approach suffers from a few weaknesses, and one of its consequences is a desire to make elaborate and thus often confusing and certainly complicated to understand, spells. This also leads to difficulty in terms of having non-casting PCs. 4e didn't really solve these issues, it adopted a different power system, and it became amenable to more elaboration and flexibility in terms of narrative subsystems, but didn't really try very hard to include them and make them work well. I find it a bit sad that we didn't cross all the way over this bridge, and instead retreated and kind of burned it. It is hard to see where you go with 5e from here. It is kind of just stuck being what it is, which is OK, but I wonder if it will grow increasingly stale over time.
 

Staffan

Legend
Still, the previous approach was at least simpler and at least as easily justified as the 5e one. I don't see what the reasoning was for the change.
The reasoning is pretty simple: they wanted to make ability scores central to the system.

The core mechanic of 5e is pretty simple: if you want to do something, roll 1d20 and add an ability score modifier. If it is something in which you are proficient, also add your proficiency bonus.

So, if you want to climb something, that's a Strength roll. If you are proficient in Athletics, add proficiency bonus.

If you want to hit someone with a warlock spell, that's a Charisma roll. If you are proficient with warlock spells, add your proficiency bonus.

If you want to dodge something, that's a Dexterity roll. If you're proficient in Dexterity saves, add your proficiency modifier.

You'll note that official material pretty much never says "roll Perception" or "roll Arcana". It's always "roll Wisdom (Perception)" or "roll Intelligence (Arcana)". That's because they are primarily ability checks, with the potential bonus of a skill proficiency.
 

Parmandur

Book-Friend
Well, the theme was about the 'User Experience' and I think the general tone of the discussion has been about how it is too fiddly for a lot of new players, and how it is difficult to 'start cold' and play. I feel that this sort of complexity is a big part of the reason for that. I can't address, and don't really want to address, your aesthetic preferences, they don't really bear weight on the topic at hand, do they?

As a game designer, I think that there is only so much you can load up into people's minds. So introducing these extra layers of distinctions and subtleties is burning part of your 'budget'. So the question is twofold. Is 5e 'over budget'? And did this feature haul its weight?

My own experiments and experience with extending and reworking the 4e approach tells me that it can be even more drastically simplified in some respects. It also tells me it can be quite thematic and interesting, when the narrative weight of the game is bound onto other game processes.

I think, personally, that 'classic' D&D, and 5e, put too much weight on using spells as a key part of narrative generation. This approach suffers from a few weaknesses, and one of its consequences is a desire to make elaborate and thus often confusing and certainly complicated to understand, spells. This also leads to difficulty in terms of having non-casting PCs. 4e didn't really solve these issues, it adopted a different power system, and it became amenable to more elaboration and flexibility in terms of narrative subsystems, but didn't really try very hard to include them and make them work well. I find it a bit sad that we didn't cross all the way over this bridge, and instead retreated and kind of burned it. It is hard to see where you go with 5e from here. It is kind of just stuck being what it is, which is OK, but I wonder if it will grow increasingly stale over time.

Well, in .y observation of people new to the game (including small children), the complexity is part of the attraction. Reduce complexity too much, and WotC risks impacting the motivation to learn in the first place.
 

Whizbang Dustyboots

Gnometown Hero
Magic users (and illusionists) must prepare (memorize) their spells from a larger list of spells known. Choose each day.* Rinse, repeat.
Remember to check to see if the magic-user or illusionist can even learn the spell, though, which is a function of intelligence. So 1E intelligence-based spellcasting is actually worse than it appears.
 

billd91

Not your screen monkey (he/him)
The reasoning is pretty simple: they wanted to make ability scores central to the system.

And, I think, they wanted to reduce the tendency to dump stats by giving them all some defensive value. I don't think they shifted enough to Intelligence or Charisma for defense, but that's not that hard to house rule.
 


The reasoning is pretty simple: they wanted to make ability scores central to the system.

The core mechanic of 5e is pretty simple: if you want to do something, roll 1d20 and add an ability score modifier. If it is something in which you are proficient, also add your proficiency bonus.

So, if you want to climb something, that's a Strength roll. If you are proficient in Athletics, add proficiency bonus.

If you want to hit someone with a warlock spell, that's a Charisma roll. If you are proficient with warlock spells, add your proficiency bonus.

If you want to dodge something, that's a Dexterity roll. If you're proficient in Dexterity saves, add your proficiency modifier.

You'll note that official material pretty much never says "roll Perception" or "roll Arcana". It's always "roll Wisdom (Perception)" or "roll Intelligence (Arcana)". That's because they are primarily ability checks, with the potential bonus of a skill proficiency.
IMHO, in practice, it seems quite easy for the 4e-style defenses to work though. The ONLY time they come into play is when you are defending in combat, and then they are simply a way to determine a DC. It is just a bit easier to visualize your PC as "I do the dodgy well, but the tough not so well, and the witty OK". Effectively everything else works the same as in 5e (granting some differences in how a few numbers are calculated) and Ability Score is quite important in both games! Where 4e fell short, and 5e doesn't seem like it has taken up the torch really, is in terms of being able to use skills/ability checks interchangeably with attack rolls, or as a form of secondary 'defense'. I think this sometimes works OK in 5e. In 4e it was somewhat messed up by the different proficiency bonuses and skill bonus accumulation being different in practice vs attack bonus accumulation. That was easy to fix though, and even simplifies the system more.

The weird thing with 5e is just how your PC really basically gets MORE FRAGILE with higher levels, as you fail saves with more and more consequence. Every other form of danger becomes less, in effect, but spells get dicier and dicier.
 

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