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Mike Mearls on stuff... (Tome Show interview from GenCon)

The Tome Show has a fascinating interview with WotC's Mike Mearls from Gen Con. He covered release schedules, licenses, conventions, errata, and more. He tells us that there has been an enormous influx of new players, and that the design philosophy is to "make fewer but bigger decisions." He also mentions that third party licence is still on the cards, but it's not what we expect (though I not sure what we allegedly expect!)

The Tome Show has a fascinating interview with WotC's Mike Mearls from Gen Con. He covered release schedules, licenses, conventions, errata, and more. He tells us that there has been an enormous influx of new players, and that the design philosophy is to "make fewer but bigger decisions." He also mentions that third party licence is still on the cards, but it's not what we expect (though I not sure what we allegedly expect!)
A few highlights:

* The release of two full levels 1-15 adventure paths within the first year of the new edition is very new for them. (Previously, only a few adventures would be released in the first year).

* Sword Coast Legends is the big release for Wizards coming up, which is very exciting for them.

* The slow release schedule is driven by Wizards' desire to learn what the players want and are using. If Wizards do something with D&D, it's driven by player feedback. They're starting smaller, because they've consistently seen that players weren't able to absorb the volume of information that was released in a short space of time.

* One of the effects of this is that DMs aren't being overwhelmed trying to stay on top of player options, although the PHB does support a lot of character types, with the subclass allowing a lot of unique mechanics; for instance, the mechanical difference between the Evoker and the Illusionist means both have something unique no-one else has.

* "Do fewer mechanics, but each of those mechanics having a much bigger effect on a character." "Make fewer but bigger decisions." There's a lot more variety within character classes.

* The game can become unmanageable with too many options; Organised Play has the idea of only one expansion book allowed per season, which is somewhat analogous to Magic: the Gathering set rotation. The designers will try to make things compatible, but "one expansion book per campaign" is likely to be a better way of balancing things and guarding against unforeseen combinations.

* They've seen a huge influx of brand new players. Mike thinks a lot of that is because, at launch, you could buy the Tyranny of Dragons campaign and just start playing.

* The feedback they've got from reading reviews on Amazon or on blogs is that instead of people just playing one or two sessions (as in the 3rd or 4th edition launch), Wizards are more consistently seeing that they're still playing Tyranny 3 months later. The utility of running the published campaigns is huge for people in their 40s with kids who don't have enough time to prep their homebrew games. So more people are playing, more people are playing more often, and because the accessibility is higher, we're getting a lot more younger people playing the game.

* There will be more generic options not tied to campaigns or settings. (Mike gave Psionics as an example). They're building the foundation for the game; getting a backlist that is very accessible, then later becoming more adventurous. They want to make sure a new player has the material they need before the expand too much.

* The way things get announced and the role of conventions has changed. They noticed that if they gave a seminar at PAX they'd get a much bigger turnout than at GenCon, so they're moving to announce things and give seminars at PAX, while GenCon is becoming a more gaming-based convention (the gaming is much less at PAX). So GenCon has (for example) the DDAL Epics... It's based very much on what people are actually doing at these conventions..

* Unfortunately, the D&D release schedule doesn't correspond very well with GenCon, especially when GenCon moves around so much in the month. And they don't have a booth selling product at GenCon because their emphasis is on game stores.

* They're paying a lot of attention to what people want - one advantage of the slower release schedule is they can do more analysis and more playtesting.

* There's more liking for sandbox than narrative adventures, but not by that much (55/45).

* Wizards won't use errata while Mike is there to fix something that is otherwise fine; only if something is horribly broken will they alter it. The idea is not to fix with errata, but give new alternatives instead.

* Mike's biggest regret is the fighter: the subclasses don't have the identity that the subclasses of other classes have. What's a battlemaster or a champion? They were so involved in the mechanics (for simple and complex fighters), that the names don't mean anything.

* The ranger (beastmaster) has issues - over 50% like the ranger, but the subclass has problems. The ranger lost its identity in 3E, because all its stuff could be done by other classes. (2E had a good identity). There may be a new version of the ranger in UA, but they encountered problems during the playtest with changing the flavour of a class (warlock, sorcerer - people liked the classes, but they didn't fit what they though the classes were, based on previous versions).

* The Player's Handbook might change, but only based on a lot of player feedback, because a revised version was popular.

* D&D Movie still has legal issues. Mike actively stays away from legal matters if he can do so!

* Hasbro has been really great; allowed the 2-year playtest of D&D. The CEO of Hasbro came to visit Wizards, and was very happy with what Wizards are doing with D&D, especially all the fan feedback/playtesting they've been getting. No other company could have gone two years without product to do the playtest. Hasbro's experience with Transformers has really shown them how a product can enter the mainstream. Hasbro are very hands-off with the decisions regarding D&D.

* D&D is a very stable business - a lot of fan speculation magnifies small events beyond what they warrant.

* Mike won't talk about the reduction in staff.

* Wizards collaborate with their partners on the products. If you like or don't like a product, Wizards had a hand in it.

* Studio partnerships evolved out of the freelancer system. Instead of going to a disparate number of freelancers, going to an established team of writers and editors.

* This also meant all material could be submitted at the same time, rather than just waiting on freelancers to finish their bit. So, they saw all of the player material at once for the SCAG; they also could make changes based on Player's Handbook feedback and then communicate them back to the studio. It's not without problems, due to the extra layer of communication, but it's been working well so far. It's one of a number of approaches they can use; it's not the only one. (The early adventures were worked on when they were still doing the core books, so it made more sense to have a studio handle them).

* The license for Fantasy Grounds is not exclusive, so potentially other platforms can license the content from them.

* The 3rd party license: The plans are big and complex. Mike is excited about it, but it's not ready yet. It's probably not what people are thinking of. One of the things they really wanted was for people to be very familiar with the rules before doing more material. (If someone tries to sell you something that ignores the concentration rule, they haven't played the game enough to be familiar with what the rule does, as its a very important balancing tool.)

There's a bit more, but that's the bulk of it!

Cheers!
 

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MerricB

Eternal Optimist
Supporter
What if I want to remove it completely and have really powerful wizards like Pathfinder and 3.x. Just because some groups may not like it doesn't mean that others will feel the same. I mean clearly the older editions and clones of them are doing just fine. Ok, I'm done. I had to speak my peace.

Piece. :)

Anyway, Mike's talking more about supplements designed to work with the standard ruleset rather than ones designed to go outside its parameters. If you're designing a replacement spell system that doesn't use concentration but instead uses bonus types and stacking (such as that found in 3E), you're free to do so, but if you're intending your spells to work alongside the regular rules then you'd better know what you're doing.

Cheers!
 

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Maybe. As I said, I haven't listened to the podcast (yet) and based that comment on this from Merric:

* The slow reease schedule is driven by Wizards' desire to learn what the players want and are using. If Wizards do something with D&D, it's driven by player feedback. They're starting smaller, because they've consistently seen that players weren't able to absorb the volume of information that was released in a short space of time.

Particularly the "they're starting smaller" which implies that they will get larger (that is, smaller than they will eventually be).

It also sounds like WotC wants to stick with this edition for quite some time. Not sure exactly what I'm basing this on, but the slow release and the general sense of things from Mearls.
Yes, but it really hinges on "starting" being an accurate word choice by the OP transcription and/or Mearls not making an inaccurate statement in a spoken interview.
 

garnuk

First Post
The current storylines are rehashes of hold content, so hopefully out of the abyss will be something new.

They do have a legitimte player versus DM dilemma, where a DM likes to control content and understand options and players want choices to select to match character concept they want. The releae schedule favors the DM, but not necessarily the player. That is also true based on the abstract nature of the 5E rule set. It favors DM arbitration. This is also compounded by new versus experienced players as the later will tend to want more options.

I find that the DMG gives everybody the tools they need to add more content and options if there is a specific character concept that they have that they want implemented.

I find what the published character options do, is give people new ideas for concepts they may not have otherwise thought about doing.
 

Dragonblade

Adventurer
What you want is 4e. That is exactly what 4e is. ;)

As someone who played both extensively, there actually isn't much Tome of Battle in 4e at all. Yes, like ToB, 4e offers martial classes with a rich panoply of diverse mechanical options (an area of design that 5e should have borrowed more liberally from), but that's it really. 4e's structure and entire system is actually very different from what ToB brought to 3e and what I would like it to bring to 5e.
 

I don't get the pile on for the fighter subclasses, the battlemaster specifically seems well rounded to me, add to the fact that more stat boosts let you get more feats then any other class, means you can even distinguish your character even more. Champion is a little lackluster in class options, but it still gets the power scaling with better critical hits/stats etc. The mechanics are powerful enough and distinctive, let the players role-play for more flavour.

Now the beastmaster--- that's a mechanically disabled class with almost no flavour --- should have allowed some class options to have arcane mastery to get cooler pets that aren't beasts, or be able to handle something larger then a pet poodle....
It's problematic because it equates the complexity of the class with the subclass rather than another choice. So there's no choice in lore and story, so any future subclass based on lore has to opt to be either complex or simple.
A cavalier subclass has to either be simple or complex or in the middle, which might not satisfy some people, pushing them to try and make a cavalier without actually taking the cavalier option,
It also makes the lore of fighters rather samey. A grizzled soldier with a sword and shield could equally be a champion or battlemaster, as could a phalanx fighter with a spear, or a mobile fencer with a flashing rapier. The description of the character tells you nothing of the build or class features.

A better design would have been tying the superiority dice to the fighter class itself. Such as allowing fighters to gain a simple class feature or maneuvers. So the complexity was independent of subclass. But they didn't go that direction.
 

They do have a legitimte player versus DM dilemma, where a DM likes to control content and understand options and players want choices to select to match character concept they want. The releae schedule favors the DM, but not necessarily the player. That is also true based on the abstract nature of the 5E rule set. It favors DM arbitration. This is also compounded by new versus experienced players as the later will tend to want more options.
It doesn't favour *some* players. Any player that prioritized the hobby and happily spends time buying regular books and reading through options isn't served. But more casual players that buy the occasional book aren't overwhelmed by options and content.
There's a lot of other things people can do other than reading RPG manuals and more competition for free time. Keeping up with content can feel like a chore.
 

garnuk

First Post
This worries me. Especially the "it's probably not what people are thinking of".
I mean, we want a licence that lets people make compatible products using some mechanics and provides guidelines for fans to make their own content and share it. If their plans aren't that, then we have a problem. It's no good releasing a licence that isn't what people want.

If they create an app store for third party content, then there won't be a license but everything else you mentioned would be possible.

Another option would be for people to submit their publications to WoTC, and then WoTC gives a "yes/no" response to it. And so they release guidelines for approval, rather than a license.

Another crazy option is they create a new legal entity that handles these things, or they create a general RPG marketplace.

There might be other options as well. Who knows!?
 

Connorsrpg

Adventurer
Hmm. Funnily enough, people disliked several of my fighter archetypes b/c they were 'rules only' (even though I had pointed that out) and missed the point I was trying to make that the fighter subclasses in the actual PHB are exactly that - they are not concepts/archetypes. You can build concepts (esp with battlemaster), but they are not on their own.

That is why I thought people might want some based upon other mechanics they liked in other games. But I also attempted some fighter subclasses that ARE concept-based, such as duelist and warmain. Anyway, I am just glad Mike pointed this out, b/c people obviously listen to him :D
 


Uchawi

First Post
I find that the DMG gives everybody the tools they need to add more content and options if there is a specific character concept that they have that they want implemented.

I find what the published character options do, is give people new ideas for concepts they may not have otherwise thought about doing.
I have no doubt some players find the options sufficient, while others do not. It just depends on your experience with D&D overall and what you like; which is very subjective.
 

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