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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!)
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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Which is the correct way to handle it. Errata should be use to correct errors or clairify rules, not re-write broken stuff. Even 3.5 era errata rarely re-wrote things (Polymorph being the only one that crosses my mind) but instead patched through new rules (Fighter to Warblade).

However, Pathfinder and 3.5 did run into the problem of eventually having so much stuff of varying power levels that the PHB stuff seemed out of place to the new stuff. 3.5 fixed it by rolling up the edition number. Pathfinder is trying to do it via Unchained and optional rules. It sounds like 5e wants to eventually take the more popular content and put it in theoretical new PHB years down the line. (In essence, replace the Core Rulebook rogue with the Unchained Rogue, to use Pathfinder as an example).

One of the best things that 4E did was explore the possibilities of errata to fix broken stuff. And we discovered how annoying it was when your printed book didn't match how the rules actually worked. Especially when there were large blocks of text that were different. :)

Lots of content leading to broken rules leading to a new edition is a thing. It will be interesting to see how the 5E approach works.

Cheers!
 

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Aren't there already three of them? Granted I only liked one of them, but I suppose another one shouldn't be a priority at the moment.

Hasbro has been trying to get the rights back for the last few years; there's currently a court case about it, and we're unsure of its current status.

Cheers!
 

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.
Yeah, I was disappointing by the design of the fighter's subclasses as they were differentiated by mechanics not flavour. It was a pretty obvious flaw. And it's tricky to fix now

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).
I'd disagree with this. The ranger lost a lot of identity in 3e as some of their signature abilities were spread around but they still had things like favoured enemy and wild empathy. Plus the pet.

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.)
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.

*It really sounds like the release schedule will gradually increase - not to massive gluttonous levels, but certainly a bit more than we've seen. Mearls seems to be saying, "We're starting slow to make sure we've got it right, and then to see what people really want so we can deliver." Sounds like a great strategy.
This really sounds like hopeful reading between the lines...
If they kept releases slow so people could absorb the content, there's no reason to accelerate the release schedule.
 
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Aren't there already three of them? Granted I only liked one of them, but I suppose another one shouldn't be a priority at the moment.

As Merric said, they are hoping to get the rights back - but just to elaborate, the D&D movies range from decent to cringe-inducing (and were made by someone who got the movie rights I believe even before WotC bought TSR - and have they made anything else noteworthy??), but then look and see what someone like Marvel is able to do by taking control of the movies themselves, and its understandable that a lot of high ups see that as an untapped gold mine. Heck, I wouldn't be surprised if at Hasbro corporate, D&D movie rights are probably far more interesting than the RPG. The potential numbers are big enough to definitely make them take notice.

In effect, it's being ready to gamble on bankrolling Samuel L. Jackson-Nick Fury, but being contractually stuck with David Hasselhoff-Nick Fury. It's understandable if it's a point of interest for them.
 

This really sounds like hopeful reading between the lines...
If they kept releases slow so people could absorb the content, there's no reason to accelerate the release schedule.

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.
 

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....
 

That's a really bold statement about the concentration rule. If someone wants to sell you something that doesn't use the concentration rule that means they don't understand what it does? I thought wizards wanted this edition to be about the way an individual group wants to play the game. I'd imagine most people know what the concentration rule does and they choose to ignore it. Will it unbalance the game? Depends on what group you are in. Im not saying it's a good idea to get rid of the rule, but I don't like the attitude of "You are playing imagination games wrong, you clearly don't understand the rules". Lots of games have gotten along fine without concentration as 5e presents it via pathfinder and all the older editions of the game.

Again, let me point out before everyone jumps down my throat. This isn't about the rule itself, it's about the company presuming people don't know the implications of changing, omitting or adding certain rules. Sure some people may not know, but that doesn't mean that everyone doesn't understand what the rules mean. Sorry, that really triggered me. I don't like people presuming things about MY group, or any other person's group. What happens if I want to get rid of the concentration rule but im using spell points and I make the spells cost more when they require concentration? Or perhaps I change the concentration rule so the person who uses it takes penalties that accumulate on your AC or defenses? Or ...well there's a near infinite ways I could modify that aspect of the game.

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.
 

One of the best things that 4E did was explore the possibilities of errata to fix broken stuff. And we discovered how annoying it was when your printed book didn't match how the rules actually worked. Especially when there were large blocks of text that were different. :)

Lots of content leading to broken rules leading to a new edition is a thing. It will be interesting to see how the 5E approach works.

Cheers!

I'm liking the current approach; fix small things with errata, but improve things with revision. The rules for unarmed strikes didn't change (much), but presentation is different and clearer to what they intended (anyone can punch, with proficiency, and its not a weapon by the rules). It didn't change the rule, merely clarified it. Whereas re-writing the beastmaster because its too weak isn't errata, the rules work just fine as is, they're just a sub-par option. Fixing that with with a revised beastmaster somewhere down the line is the best way to do that. If Beastmaster 2.0 becomes popular and nobody every touches beastmaster 1.0, then perhaps WotC can add 2.0 to the PHB in place of the 1.0 one. (Hence revising the PHB years down the road).
 

That's a really bold statement about the concentration rule. If someone wants to sell you something that doesn't use the concentration rule that means they don't understand what it does? I thought wizards wanted this edition to be about the way an individual group wants to play the game. I'd imagine most people know what the concentration rule does and they choose to ignore it. Will it unbalance the game? Depends on what group you are in. Im not saying it's a good idea to get rid of the rule, but I don't like the attitude of "You are playing imagination games wrong, you clearly don't understand the rules". Lots of games have gotten along fine without concentration as 5e presents it via pathfinder and all the older editions of the game.

Again, let me point out before everyone jumps down my throat. This isn't about the rule itself, it's about the company presuming people don't know the implications of changing, omitting or adding certain rules. Sure some people may not know, but that doesn't mean that everyone doesn't understand what the rules mean. Sorry, that really triggered me. I don't like people presuming things about MY group, or any other person's group. What happens if I want to get rid of the concentration rule but im using spell points and I make the spells cost more when they require concentration? Or perhaps I change the concentration rule so the person who uses it takes penalties that accumulate on your AC or defenses? Or ...well there's a near infinite ways I could modify that aspect of the game.

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.

I think Mearls was speaking more from the problems early 3.0 (and early 4.0) OGL/GSL material had; modules and rule books making assumptions and not understanding the ramifications of the changes. In Concentrations (example) case, it would be easy to try to design a subclass of wizard that allowed you to concentrate on two spells simultaneously without thinking "what will that do to the spell/action economy?" I think they want people to really read and understand those rules before changing them, knowing that the game IS going to change radically if you alter them and shouldn't be done lightly in some subclass or feat or whatever. Its one thing to have a DM decide he wants to do that to his game, its quite another to have some 3pp splat book decide it for him.
 

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