So, I went to all of the seminars for D&D Next at PAX Prime, and got to have several chats with Mearls and crew in between panels (I was enforcing in the Dungeon at several points), and there was a TON of info about how the game is being designed, etc etc. A lot of what is floating around these boards as "known information" is, frankly, erroneous, and I've been trying to fill in those threads as best as I can. However, there are a lot of threads with a lot of philosophical debates that have strayed from the point about 15 posts in.
So, in that vein, I'm just going leave this as an open Q&A for folks to ask questions, and me to do my best in answering them. Some of the answers will be me reading between the lines on what they gave me in terms of answers, and some will be inference, and I will state as such if the situation comes up. But other than that, feel free to fire away with questions and I'll do my best to answer them.
Couple of key points
1) The game is in alpha test. They are routinely rewriting classes completely and wholesale redoing mechanics on a weekly / monthly basis. So do not think the playtest is indicative of the final version. They are quite willing and ready to change darn well near everything based on feedback from the surveys.
2) The way the game is being designed is as such: Narrative, narrative, narrative, narrative, story, narrative, mechanic, balance, narrative, story. There is a huge emphasis on narrative, and every mechanic having a place in the story and making sense. However, they are making sure that the options are all balanced as well, and the mechanics are intuitive. They are tackling these from both sides, and doing a pretty slick job of it so far.
3) The game is being designed more from a "teach a DM to fish" rather than "give players lots of fish" method. They are making lots of good, solid, core mechanics, and then teaching DMs how to make the specific mechanics / lore that their specific game may need, rather than trying to create a Prestige Class / variant / feat that meets every single specific case a player may want.
4) Multi-classing is like 3E, but being designed specifically for multiclassing. Basically, a 5th level character who takes their first level of paladin gets different abilities than a first level player taking their first level of paladin, and a 10th level character who takes their first level of paladin gets different abilities then either of them. This is so they don't have to redo the base class in order to tone down people taking 1 level of fighter / ranger / etc, in order to powergame. This also means a 15th level fighter taking 1 level of paladin gets abilities that are relevant to her/him at 15th level, rather than something that does her or him no good.
Beyond that, ask away!
So, in that vein, I'm just going leave this as an open Q&A for folks to ask questions, and me to do my best in answering them. Some of the answers will be me reading between the lines on what they gave me in terms of answers, and some will be inference, and I will state as such if the situation comes up. But other than that, feel free to fire away with questions and I'll do my best to answer them.
Couple of key points
1) The game is in alpha test. They are routinely rewriting classes completely and wholesale redoing mechanics on a weekly / monthly basis. So do not think the playtest is indicative of the final version. They are quite willing and ready to change darn well near everything based on feedback from the surveys.
2) The way the game is being designed is as such: Narrative, narrative, narrative, narrative, story, narrative, mechanic, balance, narrative, story. There is a huge emphasis on narrative, and every mechanic having a place in the story and making sense. However, they are making sure that the options are all balanced as well, and the mechanics are intuitive. They are tackling these from both sides, and doing a pretty slick job of it so far.
3) The game is being designed more from a "teach a DM to fish" rather than "give players lots of fish" method. They are making lots of good, solid, core mechanics, and then teaching DMs how to make the specific mechanics / lore that their specific game may need, rather than trying to create a Prestige Class / variant / feat that meets every single specific case a player may want.
4) Multi-classing is like 3E, but being designed specifically for multiclassing. Basically, a 5th level character who takes their first level of paladin gets different abilities than a first level player taking their first level of paladin, and a 10th level character who takes their first level of paladin gets different abilities then either of them. This is so they don't have to redo the base class in order to tone down people taking 1 level of fighter / ranger / etc, in order to powergame. This also means a 15th level fighter taking 1 level of paladin gets abilities that are relevant to her/him at 15th level, rather than something that does her or him no good.
Beyond that, ask away!
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