Mike Mearls "Invented The Baked Potato" in Xanathar's Guide With The Cleric Forge Domain

Making a change from all those lovely pictures of Jeremy Crawford on EN World's front page, this time it's Mike Mearls who speaks to D&D Beyond about the Cleric Forge Domain in Xanathar's Guide, along with some interesting observations about baked potatoes.

Making a change from all those lovely pictures of Jeremy Crawford on EN World's front page, this time it's Mike Mearls who speaks to D&D Beyond about the Cleric Forge Domain in Xanathar's Guide, along with some interesting observations about baked potatoes.


[video=youtube;nZznOH4-njM]https://www.youtube.com/watch?v=nZznOH4-njM[/video]​


"... one of those ones where it's like "Why wasn't this in the Player's Handbook?", right like it's the dwarf clerics have become so iconic to the game and it's funny because they weren't technically really like 2nd Edition let you play a dwarf cleric, but I think that people just naturally always, I don't know what it is about dwarves? Dwarves and clerics just goes together and I think part of it is because you have the story of Moradin forging the dwarves, he literally makes them, right, and I think that's mythically very interesting, this idea that you have a craftsman who's a God who basically challenges himself -- "Can I make a folk, , the dwarves, my children. I'm gonna [something] amount of iron and metal and ingots whatever it is , and that to me is really interesting and I think that would have such profound implications of that society where like your God physically made you out of iron, out of metal and breathed life into you, and so then you have that association of dwarves, of crafting things. Of course creation would be hopefully sacred to dwarves because that's what their deity does, that's what their deity did to create them.

And again this is what I think is interesting in D&D when you have the divine, the divine is knowable. Like Moradin's day to day desires might be unknowable or cryptic but Morden is a person that is like what happened, like people know, there's there's not a question of faith, it's a question of which team do you pick? And so the idea of the dwarf cleric is essentially to my mind when we were working on it, what I was thinking 100% was the dwarf cleric who decides "I am going to emulate Moradin, I want to be a great Smith, that the deity who created me was a great smith and I will follow those footsteps because creation is sacred to our folk".

And then since it's a cleric you have to ask yourself how do you use creation to beat down orcs and goblins? And then it's just like - make magic weapons. That's it, you get to imbue a weapon and make it magical and that just felt very sensible, very obvious; and the great thing is in there our system it's not game breaking; it's powerful but it's not over-the-top.

This is one of the subclasses I think really encapsulates when we're doing things really right the initial playtest feedback was through the roof positive. I think we had to tweak a few things here and there but it hit that note I think of ... I was joking when I said this should have been the Players Handbook but really it should've been in the Players Handbook because it's so iconic. As soon as we showed it to people they were just like "Yes this makes sense. This fits, the mechanics make sense, the mechanics are easy, there's nothing in those mechanics that's tricky or strange or clever. It's just obvious. I make things magical, I make my armor better and make my weapons better. I make things, that's it."

But it just hits such a resonant tone and that's always what we're shooting for we do these new subclasses - we want to hit that resonant tone. You can go for the thing that's very experimental that people haven't seen before, and that's part of the approach, you need to do some of that. But when you're doing things where people just look out and go "Oh yeah that's D&D", yes do you feel really you feeling good about yourself as a designer because I fill the gap that everyone wanted to play but they couldn't play. Maybe they didn't know the gap was empty until you gave them this, and then suddenly everyones playing it.

And I think that's how we are really truly growing the game when we do that, when you could imagine "Oh if you could go back in time and give Xanathar's to the Players Handbook team, this is one of the domains, one of the options, they would just be "Oh, yes, of course let's put this right in the Players Handbook."

That always feels good as a designer when you do that. To me it's it's not the exotic new wacky thing it's the thing that's just like, "You've invented baked potatoes. Now that you've invented it everyone will have these with their steak forever", I just feel like, "Wow, that's kind of cool!"

Because it fits, and that's when we know as designers, as creators, we're connecting with the audience, we're hitting on things that people want, we're hitting on things that just make sense to people, and I love that feeling as a designer on a game like Dungeons & Dragons, that has a history, that has a big active user base, it means we as designers are in touch with players, that work on the same page. I love that feeling."



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dave2008

Legend
Then they should have done the work. Let's not act like this is ditch digging. Far more should have been at launch...

Why? What content would you remove to include more domains. I could see a list of more domains, but fully fleshed-out domains like they are in 5e, I don't think so.
 

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Valetudo

Adventurer
I think wizards is lacking in almost all of the new stuff they have previewed months ago. I think mearls homebrew stuff is a joke and didnt belong in UA articles. Do we need another cleric domain? I dont think so, and I traditionally play clerics(dwarven clerics mostly). Im getting sick of wizards forcing magic items as a class ability on a game that magic items are supposed to be optional, instead of interesring and new powers. I thank god they held a playtest for this edition because what mearls said he wanted to do just sounded awful.
 


doctorbadwolf

Heretic of The Seventh Circle
I think wizards is lacking in almost all of the new stuff they have previewed months ago. I think mearls homebrew stuff is a joke and didnt belong in UA articles. Do we need another cleric domain? I dont think so, and I traditionally play clerics(dwarven clerics mostly). Im getting sick of wizards forcing magic items as a class ability on a game that magic items are supposed to be optional, instead of interesring and new powers. I thank god they held a playtest for this edition because what mearls said he wanted to do just sounded awful.

UA material is an extended playtest. If you don't like optional rules ideas, don't bother with it.

If you don't like new content, don't get the book.
 



Ristamar

Adventurer
I hope the final draft has a little more depth than the UA version. A series of escalating fire damage bonuses and increased damage resistance don't seem terribly exciting, IMO.
 

Panda-s1

Scruffy and Determined
Not in the PHB. In the core rulebook they had the domains and they had the cleric and druid, each of which received a specific subset of spheres. The complete priest handbook expanded this by including sample priesthoods.

7 domains in the PHB is still plenty of content for the cleric, it clearly doesn't cover everything but then no PHB was fully comprehensive.
idk I kinda have to agree that domains felt a little lacking in 5e. Like it feels comprehensive, and hits all the major bases for pantheons, but things like elemental domains are missing. Hephaestus would be a good example, he's a shoe-in for the forge domain, and would probably have the fire domain, too, if that were a thing. But instead his suggested domain is... knowledge? I mean I guess knowing how to forge stuff is a kind of knowledge, but the abilities and spells given by the knowledge domain aren't really things I'd associate with the god of metalworking.
I don't wonder anymore why customers get treated poorly.


Sent from my iPhone using EN World mobile app
Because players nowadays understand how much work actually goes into making game material?
I think wizards is lacking in almost all of the new stuff they have previewed months ago. I think mearls homebrew stuff is a joke and didnt belong in UA articles. Do we need another cleric domain? I dont think so, and I traditionally play clerics(dwarven clerics mostly). Im getting sick of wizards forcing magic items as a class ability on a game that magic items are supposed to be optional, instead of interesring and new powers. I thank god they held a playtest for this edition because what mearls said he wanted to do just sounded awful.
"instead of interesring and new powers" this video him literally talking about a new domain for clerics, the entire point of domains is giving clerics "interesring" powers. I for one want more domains, the seven in the PHB don't cover all the things deities are associated with.

EDIT:
I hope the final draft has a little more depth than the UA version. A series of escalating fire damage bonuses and increased damage resistance don't seem terribly exciting, IMO.
Yeah some of the UE subclasses feel like a bit of a let down, but then again Artificer went from being a boring wizard school to an entirely different class. Even still, the current incarnation of the forge domain fits fairly well with the flavor of a forge cleric, way more than any PHB domain.
 
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