D&D 5E Live Q&A with D&D R&D

Thinking back to this Q&A I remember them talking about how they are just tweaking things right now. The examples I remember were adjusting monster hp and maybe AC, but I don't remember them giving examples of tweaking any stuff that would be in the PH. It also sounded like Perkins was doing layout for the DMG.

So maybe the PH is already 100% done and possibly off to the printers. I don't think all three books have ever been released at the same time so maybe the PH will be the only one of the big three released at Gencon.

Or am I misremembering things?
 

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So maybe the PH is already 100% done and possibly off to the printers. I don't think all three books have ever been released at the same time so maybe the PH will be the only one of the big three released at Gencon.

Or am I misremembering things?

The core 3 for 3.5 were all released at once, but that was the only time I know of. And that's a very different situation from what is happening now.

Thaumaturge.
 


Thanks. I wasn't sure about 3.5.

I think your larger point is a good one—we may very well be in a "PHB is done and is being printed" phase. With the other two core books being tweaked and readied for subsequent months.

Thaumaturge.
 


I really dislike the "cultural" trend of wanting everybody to be more equal at combat (more precisely, at offense), then wanting everybody to be able to heal, then wanting healers to be able to heal without sacrificing offense, then wanting everybody to be equally useful out of combat etc.

This trend kills diversity, which decreases the importance of strategic/tactical choices and teamwork, and for my own tastes this means the game to become less interesting (I do understand that one reason for this trend is the proliferation in the last decade of "bedroom players" i.e. players who spend most their time thinking about their PC alone, want it good at everything, and even don't fully tolerate being part of a team).

I prefer the simplicity of: add a Fighter to your party to increase your offensive power, add a Cleric to your party to increase your healing power. A Fighter makes your "output damage" significantly increase (your party kills opponents faster) while a Cleric makes your "input damage" significantly increase (your party is slower to be killed) -> strategic choice.

It's ok that the Cleric traditionally isn't bad at output damage too. But for my tastes it sucks to hear people complain that "I have to waste my attack to heal a friend". It's a trade-off, either spend this round increasing your "output damage" or decreasing your "input damage" -> tactical choice.

If replacing one non-Cleric with a Cleric makes encounters clearly easier, then there is something wrong with the game design, which must be fixed. There really shouldn't be one strategic choice (having a Cleric) which dominates the alternatives, because this really means you have no choice.

I agree with the body of your post. I have just one quibble with the conclusion. Rather than "If replacing one non-Cleric with a Cleric makes encounters clearly easier, then there is something wrong with the game design" I'd say "If replacing one non-Cleric with a Cleric makes all encounters clearly easier, then there is something wrong with the game design".

Replacing one non-Cleric with a Cleric should make many encounter easier (and potentially the "average" encounter easier) otherwise the choice is a trap and you lose useful strategic choice.

These posts sum it up for me.
 

I agree with the body of your post. I have just one quibble with the conclusion. Rather than "If replacing one non-Cleric with a Cleric makes encounters clearly easier, then there is something wrong with the game design" I'd say "If replacing one non-Cleric with a Cleric makes all encounters clearly easier, then there is something wrong with the game design".

You are right, this sounds better.
 

I really dislike the "cultural" trend of wanting everybody to be more equal at combat (more precisely, at offense), then wanting everybody to be able to heal, then wanting healers to be able to heal without sacrificing offense, then wanting everybody to be equally useful out of combat etc.

This trend kills diversity, which decreases the importance of strategic/tactical choices and teamwork, and for my own tastes this means the game to become less interesting (I do understand that one reason for this trend is the proliferation in the last decade of "bedroom players" i.e. players who spend most their time thinking about their PC alone, want it good at everything, and even don't fully tolerate being part of a team).
Absolutely agree. There's a place for jack-of-all-trades characters, to be sure, but they should be quite noticeably less good at any one class' schtick than a single-class character. By extension, a party made up only of j-o-a-t characters should be, overall, slightly weaker than a well-rounded party of single-class types.

I prefer the simplicity of: add a Fighter to your party to increase your offensive power, add a Cleric to your party to increase your healing power. A Fighter makes your "output damage" significantly increase (your party kills opponents faster) while a Cleric makes your "input damage" significantly increase (your party is slower to be killed) -> strategic choice.
Yep. And further, there is no rule against big parties! If you need 7 characters to build the party you want, either roll them up as PCs or recruit them as NPCs.

I mean hell, the greatest party of all time* had 9 people in it...for a while, at least.

* - what party is this, you ask? Hint: it set off from Rivendell one autumn...

Lanefan
 

I really dislike the "cultural" trend of wanting everybody to be more equal at combat (more precisely, at offense), then wanting everybody to be able to heal, then wanting healers to be able to heal without sacrificing offense, then wanting everybody to be equally useful out of combat etc.

This trend kills diversity, which decreases the importance of strategic/tactical choices and teamwork, and for my own tastes this means the game to become less interesting (I do understand that one reason for this trend is the proliferation in the last decade of "bedroom players" i.e. players who spend most their time thinking about their PC alone, want it good at everything, and even don't fully tolerate being part of a team).

I prefer the simplicity of: add a Fighter to your party to increase your offensive power, add a Cleric to your party to increase your healing power. A Fighter makes your "output damage" significantly increase (your party kills opponents faster) while a Cleric makes your "input damage" significantly increase (your party is slower to be killed) -> strategic choice.

It's ok that the Cleric traditionally isn't bad at output damage too. But for my tastes it sucks to hear people complain that "I have to waste my attack to heal a friend". It's a trade-off, either spend this round increasing your "output damage" or decreasing your "input damage" -> tactical choice.

If replacing one non-Cleric with a Cleric makes encounters clearly easier, then there is something wrong with the game design, which must be fixed. There really shouldn't be one strategic choice (having a Cleric) which dominates the alternatives, because this really means you have no choice.


I am not sure I see the trend of everybody is equally good at everything and anti-teamwork that you do. 4e in particular was largely about teamwork.


The trend I do see is some people wanting all characters to be useful in and out of combat. Not all necessarily doing the same thing but everybody having significant contributions both in and out of combat.


To me this isn't a bad thing.
 

The trend I do see is some people wanting all characters to be useful in and out of combat. Not all necessarily doing the same thing but everybody having significant contributions both in and out of combat.

To me this isn't a bad thing.

Is significant the same as "equal," or would see room for some characters being superior, as long as everyone can make a contribution?
 

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