D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

I’d argue that for those folks it isn’t a better game experience. These things are subjective.
Let me revise my wording slightly then by adding a word to make it clearer. A much better mechanical game experience. Because that's not subjective at all -- only one improves the game mechanically, and it does so a great deal. I was talking about the "game" part of RPGs as in the parts interacting with the rules, but I can see I wasn't clear.
 

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Does it though? Does D&D define itself as the central game of the hobby or do we do that? I mean, its the obviously the largest in market share and WotC certainly will note that, but do they brand it as the "central game of the hobby"?

Aside from that, I know its a rub but leaving many partially unsatisfied is better than the alternative of leaving them completely unsatisfied. Those tensions unfortunately are here to stay no matter the path taken.
They absolutely do, though — D&D is explicitly branded as “the world’s greatest roleplaying game” and continuously positioned as the origin and foundation of the hobby itself. And to be fair, it has earned much of that distinction. Its legacy, reach, and influence are undeniable, and its current dominance in market share reinforces that claim. But that status comes with responsibility. When you define yourself as the roleplaying game — the standard-bearer and reference point for everything else — you inherit a kind of stewardship over the hobby. That’s what makes its design philosophy matter so much: every creative decision doesn’t just shape one game, it shapes how millions of people understand what tabletop roleplaying is and can be.

That’s what I’m getting at with the “one game” problem. D&D has positioned itself as the central hub, but that also means everyone who wants to participate in that shared culture must accept whatever form the current version takes. The reason 4E failed wasn’t because it was objectively bad, but because it was marketed as a replacement — as the D&D — when it represented a radical departure from what came before. The audience split not because they didn’t want innovation, but because they lost the familiar game they expected to still exist. If 4E had been presented as an alternative D&D — built on the same principles and lore but emphasizing different design goals — we might still have both today.

We keep saying “this is as good as it gets” because we know the company won’t give us another option. But why not? Why can’t we have both a “core” D&D and an officially supported alternative that leans into different playstyles — tactical, narrative, or otherwise? Why can’t the modularity they promised ever extend beyond optional sidebars and small-scale tweaks? Instead, it seems that all the work of shaping the game to your table’s preferences has been outsourced to the players and third-party creators, without any unifying framework to support those variations. The result is a game that’s flexible in theory but rigid in practice, where satisfaction depends on how much compromise people are willing or needing to accept.

To be clear (again), this isn’t about advocating for 4E specifically. It’s a practical example of a system that emphasized play very differently from the “core” D&D everyone expected, and its failure illustrates the danger of forcing divergence under a singular banner. Theoretically, the open license allows anyone to develop alternatives independently, but in practice, that fragments the market and leaves players hunting for a version that fits their table. Third-party solutions are not a failsafe—they cannot guarantee a coherent vision of D&D that everyone can rely on. Officially supported alternative play modes, coexisting alongside the core system, would provide clarity and consistency while preserving the integrity of the primary game, making the experience fully accessible without requiring outside creators to capture what should could be a fundamental part of D&D’s design.
 

I get the joke, but that's actually driving it home for me. Nobody actually wants to “oppress” other playstyles, yet the structure of D&D creates that perception by default. Any time someone advocates for their preferred approach—whether tighter balance, more freedom, deeper story, or greater challenge—it’s interpreted as trying to claim ownership over the shared space. But that tension only exists because everyone is forced to share the same rule framework.

Speaking personally, I’m not trying to take anything away from anyone. I don’t want my preferences to replace anyone else’s—I just want space for the kind of game I enjoy. The reality, though, is that I’ll probably never get that within the official D&D ecosystem. 5E is a solid and enjoyable game, but it doesn’t offer the structural or mechanical support for the kind of D&D experience that most appeals to me. And that’s fine—but it’s also the point. The system can’t be everything to everyone.

In a universal design, balance itself becomes performative. The rules present an illusion of neutrality, but every omission or abstraction implicitly takes a side. It’s not a moral failing—it’s an unavoidable consequence of trying to serve all audiences with one toolset.

And yes, I know the easy response is “then play a different game.” I do, and I have. But that isn’t really the point. The discussion isn’t about personal satisfaction—it’s about how D&D defines itself as the central game of the hobby while remaining deliberately noncommittal about its own design priorities. That approach keeps the audience unified under one brand but ensures that a large portion of that audience will always be partially unsatisfied. It’s not about wanting to leave D&D—it’s about recognizing that the design philosophy itself guarantees this constant tension will never go away.
I have simply accepted that if I want my playstyle to be better supported in D&D then certain other playstyles are going to be oppressed, not 'helped' by those playstyles being something that I only a tolerate a whiff off. I have no desire to compromise in espousing what I want DnD to be because WotC is gonna compromise it anyways.
 

Does it though? Does D&D define itself as the central game of the hobby or do we do that? I mean, its the obviously the largest in market share and WotC certainly will note that, but do they brand it as the "central game of the hobby"?
Certainly I think they appreciate their brand being considered synonymous with the hobby itself.
 


We keep saying “this is as good as it gets” because we know the company won’t give us another option. But why not? Why can’t we have both a “core” D&D and an officially supported alternative that leans into different playstyles — tactical, narrative, or otherwise? Why can’t the modularity they promised ever extend beyond optional sidebars and small-scale tweaks? Instead, it seems that all the work of shaping the game to your table’s preferences has been outsourced to the players and third-party creators, without any unifying framework to support those variations. The result is a game that’s flexible in theory but rigid in practice, where satisfaction depends on how much compromise people are willing or needing to accept.

To be clear (again), this isn’t about advocating for 4E specifically. It’s a practical example of a system that emphasized play very differently from the “core” D&D everyone expected, and its failure illustrates the danger of forcing divergence under a singular banner. Theoretically, the open license allows anyone to develop alternatives independently, but in practice, that fragments the market and leaves players hunting for a version that fits their table. Third-party solutions are not a failsafe—they cannot guarantee a coherent vision of D&D that everyone can rely on. Officially supported alternative play modes, coexisting alongside the core system, would provide clarity and consistency while preserving the integrity of the primary game, making the experience fully accessible without requiring outside creators to capture what should could be a fundamental part of D&D’s design.
Im with you on this, but I think there is considerable risk to WotC as the only ones capable of doing a mutli-product offering. It may bring in more players and success and overall happier community, but it could also split them and cause a dip in overall sales. ITs a risk wher eI think WotC is asking is the juice worth the squeeze? I know there are way more customers now than ever before, so some of the past lessons about too many product lines might be too cautious of a tale, but without any serious competition I just dont see WotC making this move.
 

I have simply accepted that if I want my playstyle to be better supported in D&D then certain other playstyles are going to be oppressed, not 'helped' by those playstyles being something that I only a tolerate a whiff off. I have no desire to compromise in espousing what I want DnD to be because WotC is gonna compromise it anyways.
But that doesn't explain why you need WotC to make these changes to the entire game for you. Can't you just find or make what you want yourself? That's what I do.
 

But that doesn't explain why you need WotC to make these changes to the entire game for you. Can't you just find or make what you want yourself? That's what I do.
Not everyone has the time/knowledge/money to do so.

Also if the folks from WotC are like "We made this huge mistake" and then don't fix it... I mean that's kinda on WotC.
 

Let me revise my wording slightly then by adding a word to make it clearer. A much better mechanical game experience. Because that's not subjective at all -- only one improves the game mechanically, and it does so a great deal. I was talking about the "game" part of RPGs as in the parts interacting with the rules, but I can see I wasn't clear.
I know you are certain about this but I have to tell you I still think you’re wrong.

And mechanical perfection in RPGs is still subjective. Mechanically for what purpose, that’s a better question.

Edit to add that experience is a subjective thing already.
 
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But that doesn't explain why you need WotC to make these changes to the entire game for you. Can't you just find or make what you want yourself? That's what I do.
I am playing other games but until D&D is left crippled enough that it isn't the undisputable biggest game in the entire TTRPg industry then I can spare some times sending feedback and critique to them. I'm advocating for what I like, if that means infringing an dpushing away things other people like then it's unfortunate but not something I really care.
 

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