Mike Mearls comments on design


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Steely Dan said:
Yeah, when I first started playing back with 1st Ed, I went for thief, only to later realize I was basically a fighter with a crappy Thaco and poor hp only to be completely eclipsed by basically every other class in the game…
1e and 2e thieves should've had a big font warning label right at the top of the description:

This class is total useless pish - never use
 

Doug McCrae said:
1e and 2e thieves should've had a big font warning label right at the top of the description:

This class is total useless pish - never use

Well unfortunately you weren't around.

…I can never count on you!
 

Cam Banks said:
I should note here that I don't mind at all if goofy names like Golden Wyvern Adept and Emerald Frost whatever are in the rulebooks. Heck, they can add them as the examples of wizard traditions as I mentioned above. It's the hardwiring them into feats that are useful outside of those traditions and have no specific connection to them other than flavor, and which are impossible to deduce the purpose of unless you read up on them, that I don't like. It isn't the same as a spell with a wizard's name tagged on the front; it's like changing Knowledge (arcana) to "Golden Wyvern Acuity."

Please, Wizards, listen to Cam Banks!

This would be a really, really smart move. Instead of calling it Golden Wyvern Adept, call it something like Golden Wyvern Spellshaper. This would make it easier for new players to understand and easier for experienced DMs who didn't want the Golden Wyvern tradition in their campaign to file off the serial numbers. And in the SRD, you could just call it Spellshaper.

This would make 4E better for everyone! We, the fans, will thank you.

Also, it would be kind of cool if in the DMG, there was a small section on creating your own wizard traditions.

I hope someone from WotC is reading this.
 

What follows is a cross-board posting from OYT. I just thought it might be constructive to share it with the ENWorld community. Here goes:

Alright. I've read Mike's comments with great attention and I am now going to address a few critical points, in my opinion. Before I do so, I'd like to precise that this is the kind of comments I was waiting for. They are constructive, well articulated and provide a clear insight into the design philosophy of the Fourth edition of the game. I was waiting for no less from Mike, and as usual, he delivered.

That doesn't mean, however, that I agree with all he's saying here. There are a few key passages here, and I'm going to address them in order of appearance:

Mike Mearls said:
I can't write rules that say "And as a reward for defeating this encounter, the DM does some really good roleplaying."

I can't do that. I have no control over the DM. I have no input into his abilities. I can put DM advice into a book, which frankly based on reviews and comments everyone ignores anyway. I can put suggestions on how to DM, which based on how people have reacted to the quest card *suggestion* gets taken as the One True Way and villified.

I think this part shows a clear definition of what the input into a DM's or player's abilities ought to be on the part of the written game. Advice as far as game design is concerned is worthless. The only way to have an input on a group's enjoyment of the game is to codify intents into rules. This design philosophy is confirmed later on: "There are no mechanical elements that allow player input into story in 3e. In 4e, we have mechanics that have that potential: allow you players to make up their own quests."

To encourage players to do something, it's better to have rules for it.

I fundamentally disagree with this, from experience. Rules need provide some measure of fairness around the game table. They sustain the suspension of disbelief going on around the table by providing laws by which the actions in the game are resolved. No more, no less. By their very nature, rules are inhibitors of certain behavior. Rules frame. They don't open horizons unless the user knows what the intent behind the rule is, and understands from there how to use them, tweak them, change them, and build on them. We've seen a clear effect of this with Third Edition's feats. Many players and DMs out there have been repelled by them because they seem to be on/off switches: either you have the ability to power attack an opponent, or you don't; if you don't have the feat, you can't power attack an opponent. If you don't have the Acrobatic feat, that means you're character is not acrobatic. And so on. This of course is not true if the users choose to use some critical thinking and adjudicate situations based on circumstances and believability. But the rules are to be circumvented to achieve that enjoyment of the game.

Which brings us back to the advice provided in a PHB and DMG. These are critical bits of information destined to provide the seeds of this critical thinking on the parts of players and DM. Advice, contrarily to what Mike suggests here, IS input. Players and DM then choose whether they want to follow the advice or not. Whether they build on it or dismiss it. What we've got here is the notion that since a part of the users of the game dismiss the advice, it isn't worth a damn in terms of input on how people play the game. I think this is a symptomatic generalization that demonstrates a leveling of the design of the game by catering to the lowest common denominator (those who don't follow the advice). I just can't agree with that.

This design philosophy is also confirmed by the rhetorical question provided by Mike:

Mike Mearls said:
As for player initiative, that's not something we can necessarily force on to people. Some people are perfectly happy playing D&D with a DM who leads them through adventures by the nose. These guys want to be entertained while bashing monsters.

Their style of play (or lack thereof) has no effect on players who want to be more active. Just as I can't force people to be good DMs, I can't force people to become "good" players, by whoever's standard of good we want to apply. What I can try to do is take the doorway into D&D and force it as wide open as possible, to let as many people at least try this hobby, and maybe get more people playing it.

Two claims here that I want to challenge: 1/ "I can't force people to be "good" players, and 2/ Styles of play of one table do not influence another table.

You sure can't force people to be "good" players. The question of standard is important. Basically, Mike here tells us that there is no standard of what a "good" player is and there shouldn't be, because however you enjoy the game, it's the purpose of the game, and that's it. I think this is problematic on a design point of view. I too think you can't force anyone to use a game this or that way, but a game surely is designed around an idea of what sort of enjoyment it provides. Then, you can give advice on how to achieve the enjoyment the game is supposed to provide (which brings us back to the notion that advice is worthless according to Mike). I think a game is always more effective on an enjoyment level when it is designed around a notion of the type of fun it provides. If there is no definition of the type of fun the game's suppose to provide, then there is no target for the design. No thematic. No bull's eye.

And that's not like the way other people play the game doesn't influence the way we are playing at home. It does. More so than ever, actually, with the internet, online games, no soon with DDI, and so on, but it has always been the case. First, there is the "common experience" provided by the game. With D&D's first incarnation, the pillar of this common experience was The Dragon. As far as we can reach in the history of modern RPGs, players and DMs have been sharing input and information about how to better their games. They've been thus creating the notion of what is appropriate, and what isn't at a game table (hence the "munchkins", the "monty hauls", and so many more extreme behaviors that have made their ways into the infamous ways of playing the game). It's part of the nature of the game to foster interaction between its participants, no matter how remote they are from each other.

4E embraces this concept full speed by making DDI one of the four main integrated pillars of the edition. If there is interaction between the players of the game world-wide, there is the creation of this common wisdom, knowledge and experience of how the game can be enjoyed or not. The way some fraction of the users of the game end up playing the game does participate to the common pool of experience, which ends up influencing further designs of the game, and how the people playing the game understand it. It forges expectations on the player's part, which later can show up at my game table when I want to run a Greyhawk game and that a play wants to play a Golden Wyvern Ninja, for instance. It surely does impact my game, through the publications or through the people sitting at my game table. Negating that amounts to a dismissal of one of the biggest components of the game's history that motivated things like the publication of Advanced rules for the game so many years ago, or how a Fourth edition is now being published, for instance, and thus how many players playing the sort of game I enjoy will end up being interested or not in my games.

This is confirmed by the rhetorical question "Do you want us to make a game that gamers want or do you want us to make a game that you want?" Ergo, the way other people play the game does have an impact on my own game.

I would go on in my commentary, but I think I'd just turn round and round as the other quotes are just repeats of the same core arguments.

What do you guys think?
 

Doug McCrae said:
1e and 2e thieves should've had a big font warning label right at the top of the description:

This class is total useless pish - never use
1e maybe. 2e theives were pretty nifty, at least compared wit fighters. The hp and THAC0 may have been lower at any given level, but due to the different XP tables they were usually higher due to a significantly higher level.


glass.
 

Odhanan said:
Alright. I've read Mike's comments with great attention and I am now going to address a few critical points, in my opinion. Before I do so, I'd like to precise that this is the kind of comments I was waiting for. They are constructive, well articulated and provide a clear insight into the design philosophy of the Fourth edition of the game. I was waiting for no less from Mike, and as usual, he delivered.

That doesn't mean, however, that I agree with all he's saying here. There are a few key passages here, and I'm going to address them in order of appearance:

Well said, sir.

RC
 

Driddle said:
Players 1, 2 & 3 cont.: ... Because we had absolutely no idea that a "fighter" fights, a "rogue" is a sneaky thief concept, and that a "cleric" has many magical healing options via spell-thingies. Yes, for us, an easy-to-understand index would be invaluable.
Not to sound elitist, but are you sure every newbie player are familiar enough with the words 'Cleric' or 'Rogue' to attach meaning to them?
 

Rechan said:
Not to sound elitist, but are you sure every newbie player are familiar enough with the words 'Cleric' or 'Rogue' to attach meaning to them?

I suspect many people associate "Cleric" with clerical work and "Rogue" with an attitude more than a skill set.
 

Singing Smurf said:
I suspect many people associate "Cleric" with clerical work and "Rogue" with an attitude more than a skill set.
Yeah; the only time I hear the word "Cleric" in the religious context, it's usually referring to Islam. And rogue is usually in the manner of "They have split from their organization and are going solo", like "Gone rogue".

It's really easy to think Rogue = Fencer or Knife Fighter, who are fully capable of charging into battle.
 

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