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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.


[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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Not how I read it. There's been some gauges of interest in the community, a lot of them are impressions or compromise bias or un-scientific polls, but 'forge clerics' and eladrin haven't exactly been bubbling to the top, have they?

I haven't heard people clamoring for forge clerics or yet another elvish sub-race the way we've heard them clamoring for psionics, the warlord, a spell-less ranger (or just any ranger that makes some kind of coherent sense), a better sorcerer, or a more 3e-style magic-item creation system, etc, etc...


Of course, if you say "nobody _______ s" on an internet forum, you'll get at least one "I totally _____!" in response. Maybe 10.
That doesn't even require apologists.

Well, at least one person was asking for a Forge domain almost a year ago...

http://http://www.enworld.org/forum/showthread.php?501597-Unearthed-Arcana-Bard-Colleges!/page2&p=6944746&viewfull=1#post6944746

...still waiting for my Love domain. :)
 

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Even if it is only 50/50 split between good stuff and crap... I'll take it.
Myself, when it comes to player directed material, I find the split among WOTC released material to be 10/90 at best in terms of good and crap (which is no different than 3e). However, as Defcon stated in another post, I have a bunch of stuff from elsewhere. So, while WOTC appears to be irrelevant to my tastes, there are many other sources of 5e material (and much of it free) where I have found some useful material including the folllowing: ENWorld, Reddit Unearthed Arcana, 5 Minute Work Day, Tribality, BrandesStoddard, Stands in Fire, Worldbuilders, Middle Finger of Vecna, GiantInthePlayground, SterlingVermin, Connors Campaign, World of Farland, AllThingsGaming, ForgotMyDice.
 

Myself, when it comes to player directed material, I find the split among WOTC released material to be 10/90 at best in terms of good and crap (which is no different than 3e). However, as Defcon stated in another post, I have a bunch of stuff from elsewhere. So, while WOTC appears to be irrelevant to my tastes, there are many other sources of 5e material (and much of it free) where I have found some useful material including the folllowing: ENWorld, Reddit Unearthed Arcana, 5 Minute Work Day, Tribality, BrandesStoddard, Stands in Fire, Worldbuilders, Middle Finger of Vecna, GiantInthePlayground, SterlingVermin, Connors Campaign, World of Farland, AllThingsGaming, ForgotMyDice.


....

Yeah, I'll take a 10/90 split too. I'm way to lazy to design my own stuff from scratch. I'd much rather see if I could take something lukewarm from the 90% and reheat it, maybe add some cheese.

*thinking about dinner*
 



Man the UAs only "suck" because they come out at the breakneck pace of once a month. In fact they kinda stopped to highlight some of the stuff coming out on DM's Guild, but apparently not everyone was down with that. The fact that so many people keep playing 5e despite not having a new release once every few months should be a testament to how good it is, not how easily people are going to drop it.
The reason that some people play it is that WOTC produced core rules are good enough and we find that a) it is easy to adapt rules from prior editions; and b) there are third parties that, in our opinion, put out better supplemental material for the game.
 

The reason that some people play it is that WOTC produced core rules are good enough and we find that a) it is easy to adapt rules from prior editions; and b) there are third parties that, in our opinion, put out better supplemental material for the game.

OTOH, there are others, like me, who are perfectly content with what WotC is offering, don't really feel a huge need to go much beyond that and are, well, happy.

I mean, sure, I'm running a Primeval Thule campaign, but, hey, that was what 25 bucks two years ago? That's the last money I spent on this hobby. I just have zero need for new stuff. The first supplement that I might buy will be Xanathar's, likely because I'll need to get the module for Fantasy Grounds because I know some of my players will want to use it. But, outside that? Yeah, I don't want very much to be honest.
 


Yeah, I don't want very much to be honest.

Yeah, I don't feel a huge need to buy a lot. For the most part, I can take the basic set, a few things from the PHB (mostly stuff from the SRD) and add the following:
1. I am a Banana's 5e adaptations of the 2e Complete Fighter's Handbook, Complete Thief's Handbook, and, maybe Complete Priest's Handbook
2. Khaalis's Light Fighter variant and archetypes
3 a variant skill point system from either ENWorld or Run A Game
4. a human racial variant that is based on Environments/Culture from Tribality as I had been working on something similar.
5. WOTC's Spell-less Ranger variant with some tweaks from online (until something better comes along)
6. non magical "bard" archetypes for the Fighter and Rogue from GiantInThePlayground
7. some additional backgrounds, archetypes, and combat variants that I have found on other sites.

All that I really want now are
a) Green Ronin's Psychic, Shaman, and Witch classes converted to new 5e classes (and all written by Steve Kenson);
b) an acrobatic staff fighting archetype that does not require the monk class and ki (Hmm. I wonder if a new Archetype and staff fighting style for use with Khaalis's Light Fighter variant might be the answer);
c) a variant cleric that moves armor and weapons out of domains and as an additional choice made similar to Warlock Chain, Blade, Tome- maybe, Cloistered (unarmored, d6 HD, simple weapons), Templar (the d8 HD, Medium or Heavy Armor, melee cleric), and the Itinerant (travelling) that falls in between. Then, limit spells to a small handful of spell and 2e style spheres.
d) a WOTC suppplement collecting of all of the Demon Princes/Lords, Arch-Devils (and Dukes, and consorts), demons, devils, and Tiamat for those of us not interested in their Adventure Paths

The following might be nice additions: Adventures in Middle Earth, Book of the Righteous (unless they have a variant cleric that fixes my issues with the cleric), some Kobold Press stuff (including Beyond Damage Dice),
 

I don't. Playing a Forge Priest right now. Loving it.
Same here. I enjoyed the Forge priest on paper, but I wanted to actually playtest it. So before what was supposed to be a one-shot - now a full campaign - I ran the (dwarf) forge cleric by the GM who approved. He has been a blast to play. The GM wanted me to just create a deity, so I use a modified Moradin, who now has a male and female aspect. His male aspect is a God of Artifice, Crafting, and Mining (holy symbol: a hammer) while her female aspect is a Goddess of Agriculture, Beer, and Family (holy symbol: a sickle), with both aspects dedicated to Labor and Creation. Extending from Neo-Moradin's aspects as a deity, I've been playing my dwarven cleric as a revolutionary pro-working class/labor/union/guild proto-Communist. He has since become the moral and sagely anchor of leadership for the party.

As someone who wanted to play a dwarf cleric in 5E, I definitely wanted what the Forge domain represents. Neither Life nor Knowledge really scratched that itch like the Forge domain does.
 

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