D&D General Dan Rawson Named New Head Of D&D

Hasbro has announced a former Microsoft digital commerce is the new senior vice president in charge of Dungeons & Dragons. Dan Rawson was the COO of Microsoft Dynamics 365.

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Hasbro also hired Cynthia Williams earlier this year; she too, came from Microsoft. Of Rawson, she said "We couldn’t be bringing on Dan at a better time. With the acquisition of D&D Beyond earlier this year, the digital capabilities and opportunities for Dungeons & Dragons are accelerating faster than ever. I am excited to partner with Dan to explore the global potential of the brand while maintaining Hasbro’s core value as a player-first company.”

Rawson himself says that "Leading D&D is the realization of a childhood dream. I’m excited to work with Cynthia once again, and I’m thrilled to work with a talented team to expand the global reach of D&D, a game I grew up with and now play with my own kids.”

Interestingly, Ray Wininger -- who has been running D&D for the last couple of years -- has removed mention of WotC and Hasbro from his Twitter bio.
 
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doctorbadwolf

Heretic of The Seventh Circle
Changing monster statblocking, changing subclasses to match the rewritten classes. That's a lot right there.
Okay. I’m not particularly worried about those things in the context of 3pp, but at least this is specific. Thank you.
Much the same sort of problems that popped up for 3pp during the 3.0 to 3.5 transition, I expect. He mentions the primary one, 3pp being pressured to update products to match the 2024 rules, or risk folks leaving them behind. This is more challenging for 3pp if the 2024 rules have significant differences from 2014, and Wizards doesn't release the new rules under the OGL... though some 3pp have experience in workarounds for that problem (early 5E 3p products just hacked the 3.5 SRD to fit, 5E SRD hacks should be easier than that).

Significant changes in 2024 also mean that 2014 compatible products will no longer sell as well, if at all, due to their being seen as outdated. This is a bigger issue for print publishers like Kobold or Goodman, who may be left with harder-to-market unsold product.
I mean…IMO the expert UA shows that they’re serious about these new options being compatible with old supplements. It’s not going to be hard to use a 2014 Bard subclass with the 2024 Bard, we just don’t know yet for sure exactly what the rule will be. I strongly suspect it will just be that you get a feat at level 14, and get the 3 feature levels of the older bard subclass at the first three new bard subclass levels, but we will see.

It’s not a big adjustment to make, and I can’t see many 3pp struggling because of it.
If Wizards also intends to pull most D&D players into the D&D Beyond ecosystem and associated VTTs, and succeeds in doing so, that will likely add to 3pp struggles, since I doubt Wizards will be inclined to promote 3pp on their platforms. (3pp might want to consider partnerships with Roll20 and Fantasy Grounds...)
This is wholly irrelevant, IMO. It doesn’t present a difficulty for 3pp in publishing new options or handling thier older products.
I think of D&D in general as Half A War Game. It's definitely not a full war game, but war gaming is so baked into the DNA of D&D that it saturates and influences how the game even approaches challenges. Compared to games like Fate, Monsterhearts, World of Darkness, etc, going back to D&D really feels like wading knee deep back into war gaming.
I can kinda see it, but to me 4e was just…organized and rational? Like sure it made strong use of maps, but it ran fine ToTM, and idk we just didn’t play it in a way that lent to war game style thinking, pretty much ever, I guess.

We certainly spent less time in combat and more time exploring and interacting, compared to 3.5 play (or Star Wars revised core rules, which I played vastly more than 3.5 D&D, because my friends loved that game somehow). To me, 4e was D&D taken and rewritten as a well built game finally.

I certainly wanted a simpler version by the end, and even essentials still had most of what I wanted to hack out of the game, but it had such excellent lore, so bloody much of it, and really solid out of combat mechanics (IMO skill challenges ran fine if you just weren’t a stickler about them) and evocative combat abilities that helped us see our characters 3-dimensionally.

If anything 3.5 felt more like a war game to me, because I always felt obligated, by an extremely unbalanced game with hidden win buttons and trap options, to optimize and strategize everything.
 

Tabletop and videogame RPGs are different. The paper-printed version needs time to update the rules to reach a better power balance, but videogame in internet age only needs a new patch after some weeks or months. And the digital market moves a lot of money, but also there are a lot of rivals fightings to get enough number of players who pay to buy the DLCs.

In the comingsoon videogame Baldur's Gate III the rules about ranger' favored enemy had to be altered. I suspect the videogame experencie affected very much the design of next editions.

The online D&D offers the option to show new suggestion, but also there is a lot of feedback and work for the game designers. For example? The return of the monster-templates, or playtesting of new class with special game mechanic (psionic, incarnum, ki martial maneuvers, pact magic with vestiges, shadow mysteries..). Or a module about creating an army, building a stronghold, or managing a spelljammer trade company.

The transition of edition may a true headache for 3PPs if these are more focused into crunch than fluff(lore+background). I wonder if some 3PP may be willing to talk with Hasbro to licence their IP into a merchandising product (toy, animated serie or videogame for example).
 

dave2008

Legend
Changing monster statblocking, changing subclasses to match the rewritten classes. That's a lot right there.
But you don't have to make those changes. In fact, many 3PP monsters don't follow the current or future statblock format and they work great. LevelUp monsters have their own format and work just great with O5e and will work with '24 5e (from everything we know so far). I even asked Morrus about the statblock changes previewed he said they had no plans to change the levelUp format and didn't see a need to. MCDM's "Flee Mortals" had a $2 million kickstarter and they will use their own statblock that doesn't match current ones or future ones and are expected to be used with both. I think you are vastly overstating the need, and effort, to make statblock changes.

Now classes I think will be in the similar boat (can't be sure yet), but I think there will be more "pressure" to follow the new format. However, I don't see how writing to the new format will be more difficult than writing to the old one. It may be even easier. Now if your talking about a transitional product, a 3PP may need to revise a subclass or class to follow the '24 standard. That doesn't seem like it will be a lot of work yet, but it is hard to know, and it should just be a one time thing.
 

dave2008

Legend
So I'm a masochist and spent the time to bring up the Next Design Goals documents. They were in the Legends and Lore area of the WorC site. You can view them all here.

But more specifically the modularity bits are found in Part 4 (Advanced Rules) directly found here.

Its not unreasonable to have assumed that 5e was going to have "advanced" and "modular" rules added to the game based on this roadmap of the project.
Thank you! I spent way to much time on the way-back-machine looking through the Next blogs and I couldn't find much (just the links I provided). Your link is gold!

It is clear they where think about modularity, but it was never promised. Even the title of the post is specifically about "goals." We don't always make or goals and goals change. However, I think how Mike ends the post is interesting:

"It's a big list, and probably more than we can fit into what we hope to provide. At the end of the day, the advanced rules are likely to be more of an ethos or an attitude that casts the DM as a game designer who can alter the mechanics or add to them to suit the specific needs of a campaign."

I feel that what Mike is suggesting here is what they delivered. It was just not what people conjured in their minds when WotC mentioned modules / modularity.
 

dave2008

Legend
The promises of 5e were delivered in a three part Design Diary series hosted on the WotC website, but since taken down. I have found links to them in the not to distant past but it takes awhile and is difficult to do on my phone. They were not a simple personal blog statement made privately.

So, on the surface, the promise of modularity in Next is very similar in timing and general concept to our current promise of backwards compatibility or not-an-edition-change.

A quick Google turns up this EnWorld thread from 2 playtest packets into the Next era. It's as close to the same point in lifecycle as I can get to this conversations timing today. See what people thought about modularity back then.

I think my response to your previous post was sufficient. I still believe my stance was correct that it was not promised, but it was discussed more than I remembered. As I noted in your other post I believe Mike believes they delivered what they where think of as modularity, even if it was not what we were thinking.
 

Maxperson

Morkus from Orkus
The MMO reference is pretty clearly pointing to player characters and thier abilities, things like special class features that enforce a “role”, “tanks” being “sticky”, etc.

And encounter and daily powers do resemble clickies with recharge timers.

The ideas that the classes are the same, or that the superficial similarity makes 4e a tabletop MMO, are laughable, however.
They didn't make 4e an MMO, but the character class set up did feel video gamey to me. It was one of the things I disliked about 4e. Now 4e also did things that I liked, but overall the dislikes were numerous enough to make me avoid the edition, because I would have to rework too much of it to make it worthwhile to switch from 3e.
 


Maxperson

Morkus from Orkus
since I don't play any MMOs I can't say, but I will say 4e seemed to me to be a lot like making a 2e character
I don't understand this. Could you explain further?

To me making a 2e character outside of a spellcaster involved no real choices. If you made a rogue, your backstab and thief abilities were set. A fighter just attacked. A paladin had his 1st level set paladin abilities. There was no selection of powers like 4e had.
 


I don't understand this. Could you explain further?

To me making a 2e character outside of a spellcaster involved no real choices. If you made a rogue, your backstab and thief abilities were set. A fighter just attacked. A paladin had his 1st level set paladin abilities. There was no selection of powers like 4e had.
okay lets take thief that is a great example.

I sit down to make a 2e thief and I start with a concenpt (oh I know I will play a rogues swashbuckler) roll stats (that was different we started using array by 4e) then place where you want. Then I would pick weapon prof and non weapon prof. the weapon prof would be what I could do in a fight and non weapon prof were what I could do as skills. then I had %pts to spend on other skills.

I sit down to make a 4e rogue I start with my concept (oh I know I will play a rogues swashbuckler) and I place my array then I pick my subclass (that was new, but similar to picking class) then I pick my attack powers (similar to weapon prof) and my skills (similar to non weapon prof)

every class had weapon and non weapon profs (only 2 or 3 had the % skills) but those were the choice points... what do I do in combat and out of combat.

The powers just replaced the weapon profs

late 2e even had things that were kind of like powers (death blow, an improved crit and a better initiative) heck the non weapon profs that gave you minor magic abilities more or less at will. (the precursor to modern cantrips) I think you needed to be in the mage group to take those but not 100% sure on that.
 

They didn't make 4e an MMO, but the character class set up did feel video gamey to me. It was one of the things I disliked about 4e. Now 4e also did things that I liked, but overall the dislikes were numerous enough to make me avoid the edition, because I would have to rework too much of it to make it worthwhile to switch from 3e.
Since I didn't play modern games (hey I love old Zelda and Mario maker though, and tetris) I don't even associate anything in any edition as any more or less like a video game. If anything I think games like Final Fantasy and Assassins Creed took things from D&D.
 

Maxperson

Morkus from Orkus
okay lets take thief that is a great example.

I sit down to make a 2e thief and I start with a concenpt (oh I know I will play a rogues swashbuckler) roll stats (that was different we started using array by 4e) then place where you want. Then I would pick weapon prof and non weapon prof. the weapon prof would be what I could do in a fight and non weapon prof were what I could do as skills. then I had %pts to spend on other skills.

I sit down to make a 4e rogue I start with my concept (oh I know I will play a rogues swashbuckler) and I place my array then I pick my subclass (that was new, but similar to picking class) then I pick my attack powers (similar to weapon prof) and my skills (similar to non weapon prof)

every class had weapon and non weapon profs (only 2 or 3 had the % skills) but those were the choice points... what do I do in combat and out of combat.

The powers just replaced the weapon profs

late 2e even had things that were kind of like powers (death blow, an improved crit and a better initiative) heck the non weapon profs that gave you minor magic abilities more or less at will. (the precursor to modern cantrips) I think you needed to be in the mage group to take those but not 100% sure on that.
I guess it didn't feel like 2e to me, because the powers were significantly better than weapon proficiencies, did more than just swing a weapon, and worked on timers, unlike weapon proficiencies. Plus 4e had weapon proficiencies as well, so those would be the same as weapon proficiencies in 2e.
 

I guess it didn't feel like 2e to me, because the powers were significantly better than weapon proficiencies, did more than just swing a weapon, and worked on timers, unlike weapon proficiencies. Plus 4e had weapon proficiencies as well, so those would be the same as weapon proficiencies in 2e.
3e and 4e and 5e (wotc Es for short) took away learning individual weapons for groups thief or rouge in tsr era picked weapons (or special abilities like the quicker initiative or death blow) with slots that everyone got... I don't see sly flourish that different then short sword prof
 

Maxperson

Morkus from Orkus
3e and 4e and 5e (wotc Es for short) took away learning individual weapons for groups thief or rouge in tsr era picked weapons (or special abilities like the quicker initiative or death blow) with slots that everyone got... I don't see sly flourish that different then short sword prof
Lack of 2e short sword proficiency meant that you weren't attacking at a minus 3 with your short sword. Lack of Sly Flourish meant no penalty to hit with a short sword. Sly Flourish(which I just had to look up) also applies to three different weapon groups, unlike short sword proficiency which only applied to short sword and no other weapon. Then Sly Flourish uses dex to hit, unlike 2e which only used strength. Then it adds both dex and char modifier to damage, unlike 2e short swords which were only str bonus. I mean, how the hell does charisma let you do more damage when you swing a sword?

For me, I just can't see that as anything resembling 2e proficiency selection. And 1st level isn't all that I'm talking about. It was the entire character class ability selection. You didn't get more proficiencies as you leveled up in 2e, but you do get more powers in 4e.
 

For me, I just can't see that as anything resembling 2e proficiency selection. And 1st level isn't all that I'm talking about. It was the entire character class ability selection. You didn't get more proficiencies as you leveled up in 2e, but you do get more powers in 4e.
for me I can't see any real diffrence, its pick a few things to do in combat...
 


That's like saying that picking short sword and mace proficiency is like picking Chain Lighting and Meteor Swarm. Those are "Pick a few things to do in combat."
I mean I would equate it more to picking booming blade or sacred flame... but yeah. I pick the things I want to do. "I want to attack with a short sword" was replaced with "I want to attack with my dex and add cha to damage" because in the 2nd one ALL ROGUEs could attack with short swords where in the 1st only prof characters could (without a penalty)

my defualt fighters in 2e took bladesx3 and a ranged weapon
then at 3rd specilized in a weapon and at 6th mastered that weapon
now 9th was where I had to decided between the SoD Death Blow, or High Mastery.

edit: and one of my friends who played since 1e swears there were manuvers in 2e like sweeping attack... maybe in skills and powers or combat and tactics? I don't remember but he said spend 1 weapon prof and when I quickly gogoled I found this:

Martial Arts​

You can spend weapon proficiency slots on learning Martial Arts. Martial Arts Talents can be learned with either weapon or nonweapon proficiency slots.

See Martial Arts 2e

Style & Talents​

You can spend weapon proficiency slots on Weapon groups, Attack maneuvers, Special Talents, Fighting Styles.

See 2e Style & Talents List.


they have a bunch i didnt rember but the one i remember and one my buddy just remembered (death blow and sweeping attack) aren't listed
 
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The entirety of the conversion doc so far is "take a level 1 feat and some classes get an extra feat. You may have different spells than other characters of the same class. Your unique abilities are yours "
 


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