Mearls: The core of D&D

The six ability scores—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—as the categories for measuring a character’s abilities.

No. On two grounds.

1) Unearthed Arcana introduced Comliness as a stat, and for probably 10 years I played with seven stats using official published rules. I've seen house rules that broke Dexterity into Dexterity and Agility to get fine motor skill broken off from atheletic ability. So are you saying that those that used seven or eight abilities weren't playing D&D? If 5e added a seventh stat and had good reason for it, I wouldn't be that upset. If 5e combined Intelligence and Wisdom into Mind, and had a good reason for it, it would still be D&D (not that I would think this a good idea). In my opinion, 4e tried to reduce down to 3 stats, which was pushing it but would have possibly been a cleaner game with three stats of Body, Wits, and Soul. Not my cup of tea, but still D&D abliet in a somewhat simplified more basic game.
2) Ability scores weren't the measure of a character's abilities nearly as much as level was. Even in 3e when they started having a bigger impact, skills (which were usually a function of level) were a measurement of a character's abilities. D&D is recognizable as a system where ability scores are almost always merely modifiers of a character's abilities, and not the measure of them.

Armor Class as the basic representation of a character’s defense.

Well, one of them at least. 4e itself shows how overly simplified this comment is. In a broader sense, I agree that D&D is a game system which focuses on passive rather than active defence.

Alignment (Law v. Chaos, Good v. Evil) as a personal ethos and a force in the universe.

Agreed. Though 4e tried to move away from this defining trope too its loss IMO. Others disagree, and have house ruled versions of D&D that don't use alignment. It's still D&D.

Attack rolls made using a d20, with higher rolls better than lower ones.

This was one of the central recognitions of the D20 system/3e - that D&D actually did have a core mechanic and that it was as robust as dice pools or d% based systems.

Classes as the basic framework for what a character can do.

Agreed.

Damage rolls to determine how badly a spell or attack hurts you.

Or more precisely, ablative hit points as a measure of your ability to withstand attacks and generally speaking no wound conditions resulting from ordinary damage alone (so as to avoid death spirals).

Gold pieces as the standard currency for treasure.

No. Dragonlance used steel coins as currency. My own game uses silver as standard currency. You might as well say, "Has coins for currency.", which is almost redundant.

Hit dice or level as the basic measure of a monster’s power.

Agreed, though in practice in every edition, the unique features of a monster have been the true determinate of how dangerous it is. Hense, if you look at the XP tables of early basic editions they add modifiers for special abilities that indicate a creature being more dangerous than its base power would indicate. 3e tried to categorize everything by a 'challenge rating' that was focused on the net effect of these abilities as well as its basic powers, but that just demonstrated how hard it is to ball park these things.

Hit points as a measure of your ability to absorb punishment, with more powerful characters and creatures gaining more of them.

As I said, redundant with the above. If we move to a new system in 5e where you stopped rolling damage dice and instead had a multiple based on your margin of success in the attack roll, it would be innovate, but on the whole I think even old school types like me would agree that the mechanism for generating damage is less important than the fact hit points provide a barrier between damage and death.

Levels and experience points as a measure of power and a mechanic that lets characters become more powerful over time.

Agreed.

Magic items such as +1 swords as a desirable form of treasure.

Or, loot. D&D has always been about taking stuff.

Rolling initiative at the start of a battle to determine who acts first.

Sure. Allow the mechanism here has involved lots of evolution, and you are getting pretty picky here. You might as well also list 'surprise rounds'.

Saving throws as a mechanic for evading danger.

Again, its better to just note that D&D has several different passive defences depending on the sort of attack you are facing. When 4e switched around who made the roll on the passive defence vs. a spell (for example), it wasn't that big of a change (although it might feel wierd to a grognard). If 4e had made everything opposed rolls and required declaring your defensive modes as well as your offensive actions, that would have been moving into an area that D&D doesn't usually go.

“Fire-and-forget” magic, with spellcasters expending a spell when casting it.

More generally, strategic decisions that carry over from encounter to encounter. If you do this now, it might not be available later. If you are sloppy and waste resources in one encounter, it will put you in danger later.
 

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As MrMyth noted - what Mearls listed isn't "what makes it D&D". They are a list of mechanical elements that seem to be commonly thought to be required before it can be D&D. They are not sufficient, but they seem to be required.

To analogize: the concrete foundation in the ground isn't what makes your house your home, but it is required for the building to stand. And while it does not completely determine the nature of the building, it does have some impact on what is done in and with the rest of the structure.

I understand what he's saying. He's trying to come up with a list of unifying features for all editions of D&D. He says before formulating his list, "If people play D&D in such a variety of different ways, then what’s left to unite us?"

What I'm saying is that his list is neither sufficient nor required. Some games that most definitely are D&D would not have every attribute and some games that are not D&D would have every attribute. Some who are D&D players are being excluded, some who aren't are being included.

I personally think "D&D" is now either "any fantasy role-playing game" with "fantasy" being used in the loosest sense possible, or any product published under the "D&D" brand. I think any other attempt to classify what "D&D" is, is either too broad or too narrow.

So, if he's really looking for something to unite "the D&D community," which he seems to believe includes those playing prior editions, he has the option of the small tent or the big tent. The big tent option is that the "D&D community" includes everyone who shares the rpg hobby. The small tent option is that the "D&D community" is everyone who is a customer of the D&D brand. One excludes many of those he seems to want to include, while the other does not.

This whole topic goes back to a lot of what was said in reaction to Mearls' first article in his series: He seems to want to bring lapsed customers who are still playing other versions of the game back into the fold. His articles seem to be a welcome mat of sorts. But until WotC gives lapsed customers a reason to come back into the tent, his rhetoric is nice but ultimately empty.
 

RA: I'll give a practical example.

I have multiple players that skipped 3E in my 4E game (which I find a little weird, but there it is). The "supperficial" similarities have almost certainly made that transition easier. And it has actually been really easy. We still have hick ups...some confusion on negative hp in the last session, but I think the common ground has made a difference, in practice.
 

There are a number of rpgs that are pretty close to being "D&D" according to that list that aren't "D&D" according to their brand name, and I'd say a number of those games are more akin to a particular version of D&D than other versions of D&D. For example, Tunnels & Trolls and OD&D are quite clearly related, and T&T is far more similar to OD&D than 4e is to OD&D.
Tunnels & Trolls *is* D&D.
 

I personally think "D&D" is now either "any fantasy role-playing game" with "fantasy" being used in the loosest sense possible, or any product published under the "D&D" brand. I think any other attempt to classify what "D&D" is, is either too broad or too narrow.
I think there's such a thing as the 'D&D Family' of rpgs. It includes all the clones, ofc, such as Labyrinth Lord and OSRIC, Castles & Crusades and Pathfinder. Tunnels & Trolls, probably Palladium Fantasy, maybe even Rifts too.

I would say that The Fantasy Trip, Fantasy HERO, Chaosium games such as RuneQuest, Pendragon and Stormbringer, and HeroQuest are not part of the D&D Family, even though they are fantasy.

And there are quite a few I'm not sure about such as Earthdawn. Blue Rose is a tricky one too. It's d20, but about a thousand light years away from D&D in terms of its philosophy. By which I mean, it's for women.
 

I think the list is too long. I've played without Alignment, Gold Coin Standard, and Rolling for Initiative, and it still felt like D&D.

I would say that polyhedral damage dice is part of the D&D experience. It wouldn't feel like D&D to me without those d4 daggers and d8 swords.
 

Does this article hint at that we may see version generic products?
Why does the virtual table which is in beta have campaign system tab listing 4th ed down to ad&d 1 ?
Makes you wonder.
 


For myself, it is
1. Fantasy Game
2. Core Races: Dwarf, Elf, Gnome, halfling, half elf, half orc, human
3. 6 ability scores
4. Classes, but they could give more freedom like the 3e fighter, True20 or even d20Modrern rather than prescribed features (turn undead, rage, etc.)
5. Saves.
6. Good vs evil
7. D20 to hit
8. magic items
9. orcs, gnolls, ogres, kobolds
10. IP monsters
11. Levels and exp as increase in power over time: However, I would be fine removing it actually affecting things like automatic save and BAB increases, increased spell ranges, increased damage, affecting spell DCs.

As for the following:
Armor Class: could go or become like M&M with Defense and armor reducing damage.
Hit Points: could either go or not increase with level
damage roll: eh, I am fine with True20 damage save.
Law vs. Chaos: could go. I never liked the Law and Chaos spells and removed them from 3e.
Gold standard could move to silver standard
Monster Hit Die as power could go and good riddance.
 

I'm having an issue with Mike's list, as it seems disingenuous.
It isn't, see below; and "D+D" means more than just 4e.
4E added these core principles:

* decoherence of description and effect;
* reliance on a combat grid;
* reduction of effects to a simplified grammar (damage, shift, a few states);
* universal class design (all classes have at-will, encounter, and dailies);
* much modified fire-and-forget (a wizards spells are hardly the same as a daily or encounter power);
* use of healing surges as a measure of health

(The point on relying on a combat grid is true for 3E, too.)

Not meaning to pick a fight, but those are core principles of 4E, and define the 4E game as much as Mike's list.
But because they do not also define 0-1-2-3e, for this purpose they are fail.

Lan-"decoherence is what happens to me after 7 pints in the pub"-efan
 

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