Monday, June 11, 2012

Monster Design in D&D Next

Dungeons & Dragons Roleplaying Game Official Home Page - Article (Monster Design in D&D Next)

Geek & Sundry - New Community Manager Checking In!

Wil Wheaton's web series Tabletop featured an interview with Steve Jackson in the latest episode. The episode itself also featured Felicia Day and and Sandeep Parikh and looked at Jackson's card game, Munchkin. The show mainly deals with board games, but the occasional RPG mentions pop up from time to time, like now. You can find out more about Tabletop over at Felicia Day's GeekandSundry.




Geek & Sundry - New Community Manager Checking In!

Thursday, June 7, 2012

Dungeon World: A Game with Modern Rules & Old-School Style by Sage Kobold Productions — Kickstarter

Dungeon World: A Game with Modern Rules & Old-School Style by Sage Kobold Productions — Kickstarter

Using Hero's Journey to design for D&D Next (part 1)



the hero's journey : summary of the steps
This page summarizes the brief explanations from every step of the Hero's Journey.


Departure 


The Call to Adventure
The call to adventure is the point in a person's life when they are first given notice that everything is going to change, whether they know it or not.


Refusal of the Call
Often when the call is given, the future hero refuses to heed it. This may be from a sense of duty or obligation, fear, insecurity, a sense of inadequacy, or any of a range of reasons that work to hold the person in his or her current circumstances.


Supernaturall Aid
Once the hero has committed to the quest, consciously or unconsciously, his or her guide and magical helper appears, or becomes known.

The Crossing of the First Threshold
This is the point where the person actually crosses into the field of adventure, leaving the known limits of his or her world and venturing into an unknown and dangerous realm where the rules and limits are not known. 

The Belly of the Whale
The belly of the whale represents the final separation from the hero's known world and self. It is sometimes described as the person's lowest point, but it is actually the point when the person is between or transitioning between worlds and selves. The separation has been made, or is being made, or being fully recognized between the old world and old self and the potential for a new world/self. The experiences that will shape the new world and self will begin shortly, or may be beginning with this experience which is often symbolized by something dark, unknown and frightening. By entering this stage, the person shows their willingness to undergo a metamorphosis, to die to him or herself. 

Inititation 

The Road of Trials
The road of trials is a series of tests, tasks, or ordeals that the person must undergo to begin the transformation. Often the person fails one or more of these tests, which often occur in threes. 

The Meeting with the Goddess
The meeting with the goddess represents the point in the adventure when the person experiences a love that has the power and significance of the all-powerful, all encompassing, unconditional love that a fortunate infant may experience with his or her mother. It is also known as the "hieros gamos", or sacred marriage, the union of opposites, and may take place entirely within the person. In other words, the person begins to see him or herself in a non-dualistic way. This is a very important step in the process and is often represented by the person finding the other person that he or she loves most completely. Although Campbell symbolizes this step as a meeting with a goddess, unconditional love and /or self unification does not have to be represented by a woman. 

Woman as the Temptress
At one level, this step is about those temptations that may lead the hero to abandon or stray from his or her quest, which as with the Meeting with the Goddess does not necessarily have to be represented by a woman. For Campbell, however, this step is about the revulsion that the usually male hero may feel about his own fleshy/earthy nature, and the subsequent attachment or projection of that revulsion to women. Woman is a metaphor for the physical or material temptations of life, since the hero-knight was often tempted by lust from his spiritual journey. 

Atonement with the Father
In this step the person must confront and be initiated by whatever holds the ultimate power in his or her life. In many myths and stories this is the father, or a father figure who has life and death power. This is the center point of the journey. All the previous steps have been moving in to this place, all that follow will move out from it. Although this step is most frequently symbolized by an encounter with a male entity, it does not have to be a male; just someone or thing with incredible power. For the transformation to take place, the person as he or she has been must be "killed" so that the new self can come into being. Sometime this killing is literal, and the earthly journey for that character is either over or moves into a different realm. 

Apotheosis
To apotheosis is to deify. When someone dies a physical death, or dies to the self to live in spirit, he or she moves beyond the pairs of opposites to a state of divine knowledge, love, compassion and bliss. This is a god-like state; the person is in heaven and beyond all strife. A more mundane way of looking at this step is that it is a period of rest, peace and fulfillment before the hero begins the return. 

The Ultimate Boon
The ultimate boon is the achievement of the goal of the quest. It is what the person went on the journey to get. All the previous steps serve to prepare and purify the person for this step, since in many myths the boon is something transcendent like the elixir of life itself, or a plant that supplies immortality, or the holy grail. 

Return 

Refusal of the Return
So why, when all has been achieved, the ambrosia has been drunk, and we have conversed with the gods, why come back to normal life with all its cares and woes? 

The Magic Flight
Sometimes the hero must escape with the boon, if it is something that the gods have been jealously guarding. It can be just as adventurous and dangerous returning from the journey as it was to go on it. 

Rescue from Without
Just as the hero may need guides and assistants to set out on the quest, often times he or she must have powerful guides and rescuers to bring them back to everyday life, especially if the person has been wounded or weakened by the experience. Or perhaps the person doesn't realize that it is time to return, that they can return, or that others need their boon. 

The Crossing of the Return Threshold
The trick in returning is to retain the wisdom gained on the quest, to integrate that wisdom into a human life, and then maybe figure out how to share the wisdom with the rest of the world. This is usually extremely difficult. 

Master of the Two Worlds
In myth, this step is usually represented by a transcendental hero like Jesus or Buddha. For a human hero, it may mean achieving a balance between the material and spiritual. The person has become comfortable and competent in both the inner and outer worlds. 

Freedom to Live
Mastery leads to freedom from the fear of death, which in turn is the freedom to live. This is sometimes referred to as living in the moment, neither anticipating the future nor regretting the past. 

Hero's Journey : Summary of Steps

City of Clocks Industrial Fantasy Systemless Setting Book by Battlefield Press, Inc. — Kickstarter

City of Clocks is a systemless setting product, written by RPG veteran James Knevitt and usable with the system of your choice, in which players can take the roles of scheming nobles, Faction partisans, powerful Incarna, or anything else the setting has to offer. City of Clocks details a rich history, eight Noble Houses, ten Factions, forty-eight districts, over a hundred unique locations, and dozens of characters.

City of Clocks Industrial Fantasy Systemless Setting Book by Battlefield Press, Inc. — Kickstarter

D&D Next artical from Rodney Thompson


Bounded Accuracy
Legends and Lore
Rodney Thompson

  Conventional D&D wisdom tells us that the maxim "the numbers go up" is an inherent part of the class and level progression in D&D. While that might be true, in the next iteration of the game we're experimenting with something we call the bounded accuracy system.
The basic premise behind the bounded accuracy system is simple: we make no assumptions on the DM's side of the game that the player's attack and spell accuracy, or their defenses, increase as a result of gaining levels. Instead, we represent the difference in characters of various levels primarily through their hit points, the amount of damage they deal, and the various new abilities they have gained. Characters can fight tougher monsters not because they can finally hit them, but because their damage is sufficient to take a significant chunk out of the monster's hit points; likewise, the character can now stand up to a few hits from that monster without being killed easily, thanks to the character's increased hit points. Furthermore, gaining levels grants the characters new capabilities, which go much farther toward making your character feel different than simple numerical increases.
Now, note that I said that we make no assumptions on the DM's side of the game about increased accuracy and defenses. This does not mean that the players do not gain bonuses to accuracy and defenses. It does mean, however, that we do not need to make sure that characters advance on a set schedule, and we can let  each class advance at its own appropriate pace. Thus, wizards don't have to gain a +10 bonus to weapon attack rolls just for reaching a higher level in order to keep participating; if wizards never gain an accuracy bonus, they can still contribute just fine to the ongoing play experience.
This extends beyond simple attacks and damage. We also make the same assumptions about character ability modifiers and skill bonuses. Thus, our expected DCs do not scale automatically with level, and instead a DC is left to represent the fixed value of the difficulty of some task, not the difficulty of the task relative to level.
We think the bounded accuracy system is good for the game for a number of different reasons, including the following:
Getting better at something means actually getting better at something. Since target numbers (DCs for checks, AC, and so on) and monster accuracy don't scale with level, gaining a +1 bonus means you are actually 5% better at succeeding at that task, not simply hitting some basic competence level. When a fighter gets a +1 increase to his or her attack bonus, it means he or she hits monsters across the board 5% more often. This means that characters, as they gain levels, see a tangible increase in their competence, not just in being able to accomplish more amazing things, but also in how often they succeed at tasks they perform regularly.
Nonspecialized characters can more easily participate in many scenes. While it's true that increases in accuracy are real and tangible, it also means that characters can achieve a basic level of competence just through how players assign their ability bonuses. Although a character who gains a +6 bonus to checks made to hide might do so with incredible ease, the character with only a naked ability bonus still has a chance to participate. We want to use the system to make it so that specialized characters find tasks increasingly trivial, while other characters can still make attempts without feeling they are wasting their time.
The DM's monster roster expands, never contracts. Although low-level characters probably don't stack up well against higher-level monsters, thanks to the high hit points and high damage numbers of those monsters, as the characters gain levels, the lower-level monsters continue to be useful to the DM, just in greater numbers. While we might fight only four goblins at a time at 1st level, we might take on twelve of them at 5th level without breaking a sweat. Since the monsters don't lose the ability to hit the player characters—instead they take out a smaller percentage chunk of the characters' hit points—the DM can continue to increase the number of monsters instead of needing to design or find whole new monsters. Thus, the repertoire of monsters available for DMs to use in an adventure only increases over time, as new monsters become acceptable challenges and old monsters simply need to have their quantity increased.
Bounded accuracy makes it easier to DM and easier to adjudicate improvised scenes. After a short period of DMing, DMs should gain a clear sense of how to assign DCs to various tasks. If the DM knows that for most characters a DC of 15 is a mildly difficult check, then the DM starts to associate DC values with in-world difficulties. Thus, when it comes time to improvise, a link has been created between the difficulty of the challenge in the world (balancing as you run across this rickety bridge is pretty tough due to the breaking planks, especially if you're not a nimble character) and the target number. Since those target numbers don't change, the longer a DM runs his or her game, the easier it is going to be to set quick target numbers, improvise monster attack bonuses and AC, or determine just what kind of bonus a skilled NPC has to a particular check. The DM's understanding of how difficult tasks are ceases to be a moving target under a bounded accuracy system.
It opens up new possibilities of encounter and adventure design. A 1st-level character might not fight the black dragon plaguing the town in a face-to-face fight and expect to survive. But if they rally the town to their side, outfit the guards with bows and arrows, and whittle the dragon down with dozens of attacks instead of only four or five, the possibilities grow. With the bounded accuracy system, lower-level creatures banding together can erode a higher-level creature's hit points, which cuts both ways; now, fights involving hordes of orcs against the higher-level party can be threatening using only the basic orc stat block, and the city militia can still battle against the fire giants rampaging at the gates without having to inflate the statistics of the city guards to make that possible.
It is easier for players and DMs to understand the relative strength and difficulty of things. Under the bounded accuracy system, a DM can describe a hobgoblin wearing chainmail, and, no matter what the level of the characters, a player can reasonably guess that the hobgoblin's AC is around 15; the description of the world matches up to mechanical expectations, and eventually players will see chainmail, or leather armor, or plate mail in game and have an instinctive response to how tough things are. Likewise, a DM knows that he or she can reasonably expect players to understand the difficulty of things based purely on their in-world description, and so the DM can focus more on the details of the world rather than on setting player expectations.
It's good for verisimilitude. The bounded accuracy system lets us perpetually associate difficulty numbers with certain tasks based on what they are in the world, without the need to constantly escalate the story behind those tasks. For example, we can say that breaking down an iron-banded wooden door is a DC 17 check, and that can live in the game no matter what level the players are. There's no need to constantly escalate the in-world descriptions to match a growing DC; an iron-banded door is just as tough to break down at 20th level as it was at 1st, and it might still be a challenge for a party consisting of heroes without great Strength scores. There's no need to make it a solid adamantine door encrusted with ancient runes just to make it a moderate challenge for the high-level characters. Instead, we let that adamantine door encrusted with ancient runes have its own high DC as a reflection of its difficulty in the world. If players have the means of breaking down the super difficult adamantine door, it's because they pursued player options that make that so, and it is not simply a side effect of continuing to adventure.
This feeds in with the earlier point about DMs and players understanding the relative strengths and weaknesses of things, since it not only makes it easier to understand play expectations, but it also ties those expectations very firmly to what those things are in the world. Now, we want to avoid situations where DMs feel bound by the numbers. ("Hey," says the player, "you said it was an iron-bound wooden door and I rolled a 17, what do you mean I didn't break it down?") We hope to do that by making sure we focus more on teaching DMs how to determine DCs and other numbers, and letting them adjust descriptions and difficulties based on their needs.

BBC News - Swansea University Egyptian Centre acquires relics

Possible to tie in CoC adventure with strange things a foot after 40 years.


BBC News - Swansea University Egyptian Centre acquires relics

"Body Jars," Cliff Coffins Are Clues

Great real world article to help inspire a DM. Could lend bigger need to have rope use and having sky dungeons.



Pictures: "Body Jars," Cliff Coffins Are Clues to Unknown Tribe#/body-jars-log-coffins-unknown-tribe-clay-jar_53325_600x450.jpg#/body-jars-log-coffins-unknown-tribe-skeleton_53329_600x450.jpg#/body-jars-log-coffins-unknown-tribe-rings_53327_600x450.jpg#/climber-skull-himalayan-cave-culture_32522_600x450.jpg#/body-jars-log-coffins-unknown-tribe-rings_53327_600x450.jpg#/body-jars-log-coffins-unknown-tribe-researcher_53326_600x450.jpg#/body-jars-log-coffins-unknown-tribe-skulls_53324_600x450.jpg

Monte Cook's - Logic in RPGs

Monte Cook (one of the designers of D&D 3E, and until recently of D&D Next) has written a short essay on "Logic in RPGs" over on his journal, The Chapel Perilous. It largely deals with the concept of rules-heavy and rules-light systems ("rulings not rules") and the effects such systems have on gameplay, while clearly stating his preference for the latter. It's not a new theory by any stretch, but it goes some way to codifying it clearly. Thanks to Mark at CMG for the link.




You can read the essay here.

]The Chapel Perilous - Logic in RPGs

Tuesday, May 29, 2012

D&D Next Playtest Package Q&A! (Mike Mearls, Jeremy Crawford)

D&D Next Playtest Package Questions Answered! (Mike Mearls, Jeremy Crawford)

Today (May 29th), another live D&D Next chat took place with Mike Mearls and Jeremy Crawford. The transcript of that chat is below. This chat, like the previous one, deals primarily with the D&D Next public playtest - more specifically the playtest package which was released last week. This chat covers a lot of the questions being repeatedly asked on the forums.

Trevor: Welcome to this week's D&D Next Playtest Q&A. Mike and Jeremy will be joining us shortly. This is a moderated chat, which means we will see your questions and comments, but the room won't see them until we push them live so Mike and Jeremy can give you an answer.

Mearls: Hello everyone.

Jeremy Crawford: Hi, everyone!

Trevor: And the stars have arrived! Let's get a brief introduction from the two of you and then jump into some questions!

Mearls: Hey everyone. My name is Mike Mearls and I am the senior manager for the D&D team.

Jeremy Crawford: I'm Jeremy Crawford, head of development and editing for D&D. Bring on the questions!

Mike Looney: I've noticed that to hit doesn't seem to go up with levels or with monster's hit points. Is this in fact correct or is it an artifact of the play test material being for 1-3rd level only?

Mearls: You don't see those number rise at levels 1 to 3, but we are overall toning down numerical advancement. The classes generally get more stuff to do, rather than bigger numbers. With a flatter curve, we can make monsters and characters scale much better. For instance, a 10th-level party can still take on orcs as a viable threat, they'll just fight a ton of them.

Jeremy Crawford: Yeah, we want to see less number inflation throughout the system. Except for the number of monsters, that is.

Brian: Can you explain where the extra +2 damage for the fighter comes from (beyond Weapon Focus)? Will we get an explanation of the racial benefits to damage and hit dice soon so we can understand what to do as characters change equipment?

Jeremy Crawford: The fighter's bonus comes from the class's advancement table. It's a class feature. As for the racial benefits, there will more explanation when we release the information on building your own character.

mepstein73: Hello! Just wondering why the wizard's cantrips are so strong. Ray of Frost can end combat pretty quickly, and Magic Missile is very powerful if it's unlimited/day.

Mearls: I think that for at-will abilities, we might have made them a little overpowered a bit in terms of math and feel. For instance, does it feel OK that magic missile does auto damage every round? The speed thing on ray of frost is tricky, because it can vary from being very powerful to being useless. I think getting the minor spells right will take a few iterations.

Jeremy Crawford: When we playtest things, we prefer to start powerful and tone things down, rather than starting weak and beefing things up, hence the spells' potency.

lucinian: Thanks for taking the time to do these chats. They're very informative, and help let us know you really care what we think. My question: There seems to be, overall, very little from 4E that's made it into the core rules for D&D Next. What can 4E fans expect going forward?

Jeremy Crawford: Things we love about 4th Edition continue to work their way into the design. The at-will spells are a great example of such a thing.

Mearls: There are quite a few core 4e changes that are in the game - at will magic, the hit die mechanic, the clarity of the combat rules. These are all trend lines that started with 4e and have moved forward. In terms of powers, we're working on a combat maneuver system right now and will show that off as part the ongoing playtest. Also, I did some work over the weekend on the tactical rules options. In many ways, the depth of 4e's approach to combat and options will sit atop the system you've seen so far as rules modules.

Jeremy Crawford: Our current work on monsters is also being informed by some of the advances that 4E brought to the presentation of monsters' abilities.

Mearls: That's right - monsters haven't seen much work yet, so you'll see a 4e influence there, too.

Guest: One of my questions is this... in the weapons descriptions the sling is listed as a 1d6 weapon. However, with the rogue character it is a 1d8. Why is that?

Mearls: Races that have a cultural affinity for weapons get a die bump in damage. So, halflings are good with slings and therefore use a bigger damage die.

Jeremy Crawford: Also, one of our developers is currently doing a review of every weapon. Expect some of the dice to change.

NumberOneTheLarch: Hello and thank you for answering our questions. I wanted to ask about skills themselves. In the playtest, your skill bonuses are derived from your Background. In your plans for DnD Next, is this the only source for skill bonuses, or will there be an option or implementation to select individual skill bonuses through other means? Thank you again!

Mearls: You can gain more skills through your class and through your theme. The samples we showed off don't happen to offer that. But as an example - the rogue class receives a few bonus skill, and you can expect the same for the ranger.

Jeremy Crawford: We will also provide an option for you to build your own background, which effectively means you can choose skills a la carte.

Rheim: I have a question about Armor balance. From the playtesting guide, it seems that there isn't a good balance between Light/Medium and Heavy Armors. Are there revised rules coming out on this? Right now there seems little advantage to wearing say, Heavy Armor versus Medium Armor.

Jeremy Crawford: Armor--that's going through the same review with weapons, so I expect changes there too.

Mearls: Yes, armor will go back to the drawing board. We included it in the document as a reference, but it hasn't received a lot of attention. I'd like to see if we even need medium armor in the game. Starting gear might also change - you might start lower on the totem pole and buy your way up to better armor over the first few levels.

Roll 3d6: I like where this edition is going. Thank you! Had a question regarding the Guardian Talent for the Cleric. We saw that there is currently no limit for how often the Cleric can shield someone. Should this be 1x/round?

Jeremy Crawford: That ability requires the cleric to use it as a reaction, and a character can take a reaction only once per round.

The rogue: Why did you decide to remove the different types of actions? (Standard/Move/Minor/Free)

Mearls: Two reasons. First, we wanted to speed up play. We found that some players felt that they had to use each of those actions, and would slow the game down trying to find things to do. Second, we decided to start with simple rules and see what people felt they needed added to the core, as opposed to a rules module, through the test. Sometimes, having the action buckets led to design that existed only to fill those buckets, rather than design that made the game more fun or more interesting.

Jeremy Crawford: We have played with several versions of the action system. The one you're using now is the simplest. We want to see how far we can go with it.

Guest: About hiding. When I try to hide it is an action. If no-one see me (no LoS) I guess it's no roll and no action, right?

Jeremy Crawford: The thing to keep in mind is that hiding involves being both out of sight and silent. If you're out of sight, you aren't necessarily hidden. You could be making a bunch of noise. Hiding is something you do consciously and carefully, hence it requiring an action.

Pentadrone: How will low wisdom rogues be able to scout effectively? Feats? Will you be adding skills back into the mix so characters can overcome stat deficiencies?

Mearls: Obviously, the pregen isn't the best scout. We had talked about giving the rogue class an extra bonus to finding traps, so that's something we'll look at. The key with the rogue will be in making sure that the class does the things people expect. The error might simply be in treating Wis as the dump stat for the pregen. We've also thought about letting rogues use a different stat to find traps, such as Intelligence.

Darklight: When are we going to be given the chance to provide some actual feedback, and when do you estimate the next phase of the playtest will take place?

Mearls: I believe that the first survey launches later this week, plus we're watching forums and blogs for reactions. Posting a playtest recap in a forum or blog is great, because we get to read it and it helps get people talking about issues.

The next phase will depend on what the feedback looks like. I'd like to start pushing out some more fighter options and perhaps show off the tactical rules module.

As far as an actual schedule, we're aiming at a big update about every 5 to 6 weeks.

Scipio202: Right now there are no rules that give a downside for moving in combat. Opportunity attacks can get complicated quickly, but are you considering a simple version for the core rules? (e.g. the mover is only subject to OAs from enemies that made a melee attack at them within the last round)

Mearls: A rule for breaking away from melee is something we've seen come up a bit. It's a tricky thing to navigate. It might come in as a rules module. The hard part has been finding a rule that works that also doesn't feel too restrictive. For instance, for a while the rule was that your movement stopped if you entered a hostile creature's reach. However, that feels a little artificial.

Jeremy Crawford: We have experimented with a number of opportunity attack alternatives. Ultimately, we don't want everyone in the core system to make such attacks, but we expect certain characters and monsters to be able to do so as a special ability.

Mearls: Another one we talked about - leaving a creature's reach is an action. If you don't use that action, it gets a free hack at you. So, you can't attack and move away without a return attack. This is an area where after playing without such a mechanic, I'd like to put it out there as an option and see if people want it as an option or in the core.

Jon: Can you talk about the motivation behind the advantage/disadvantage?

Mearls: This was a contentious issue on the design team. Basically, we wanted to do two things -

1. Make modifiers much more important, rather than relying on lots of little ones that don't have a big effect but require a lot of bookkeeping.

2. Introduce a benefit or disadvantage that you can apply after you rolled and forgot about it. I like that if you forget advantage or disad, you can just throw another die and resolve it. I've found in my games that sometimes people roll, announce a result, pick up their dice, and forget what they had when someone points out a missing mod 5 seconds later.

The rogue: Can distance be measured in squares instead of feet? As a european/non-american it's hard to convert from feet all the time. In squares it's rather universal.

Jeremy Crawford: Sure! The rule of thumb is that 5 feet equal a square. When we break out miniatures and a grid, we find ourselves saying "squares" instead of "feet." It's been easy, thankfully, to switch back and forth.

Mearls: We tried to keep things at a 5 feet minimum because we felt that both with and without minis, that's the easiest distance to imagine in your head. Personally, I actually like meters because if you draw a map with one meter per square, the dimensions of rooms are more realistic. Alas, we're based in the US and people like their non-metric measures here. It might be something we'll look at for translations and such in the future.

Lyrant: As my group and I were going over our character sheets for the playtest we noticed a few numbers that were higher than anything on the page said they had a right to be. For instance, the Cleric of Moradin had a +2 to AC that couldn't be found anywhere, and some other characters had similar bits with their damage, whassup with that?

Jeremy Crawford: The bonuses are coming from a variety of sources, especially class and race.

Mearls: I think I know where that comes from. Dwarves get +1 AC in medium and heavy armor. Also, I think that the armor chart in the test is 1 point off from the armor as given to the characters. When in doubt, use the character sheet number. That's what we based the monsters off of.

This stuff will all make sense when we move to letting people make characters for the test.

Guest: What makes a good theme or background? What do you look for?

Jeremy Crawford: A good background says something evocative about a character's place in the world, especially the character's place before the campaign started. The background should have skills, a trait, and starting equipment that all say something flavorful about a character.

Mearls: A good theme should be evocative and really speak to how your class operates. The themes we have right now are mostly mechanical in nature, but as we flesh them out you'll see more evocative ones.

For instance, I like the idea of a necromancer theme that alters all of your spells in some minor way. For instance, when you damage a creature with a spell you get some small healing. Or, if you kill a creature with a spell it pops back up as a skeleton or zombie.

If a class says what you can do, a theme says how you can do it. So, the paladin, fighter, or ranger who is a two-weapon duelist looks much different than the character who took the guardian theme and is an expert with his or her shield.

What it boils down to is that the theme does something interesting or fun that rests outside character class. Think of it as the sum expression of your feats.

Jeremy Crawford: In many ways, backgrounds can be a guide to roleplaying. The commoner fighter and the noble fighter, for instance, are likely to have very different motivations.

Mearls: Since the core math advancements rests only in class, we can afford for themes to be much more flavorful and specialized.

Jeremy Crawford: One more thing about backgrounds and themes: A background, ultimately, describes who you were before you started adventuring, whereas a theme flavors how you adventure.

August: In the 'How to Play' section (page 7), it notes that if you attack a creature from whom you are hidden, you gain advantage. That makes sense. But doesn't it make the Thief's 'Ambusher' power completely irrelevant?

Mearls: There's a subtle point to Ambusher that make make it fairly lame in practice.

When you're hidden, you are no longer hidden the moment that you are no longer obscured from view. So, if you hide and then step out into bright light to stab an orc, the orc sees you as you attack and you lose advantage.

Ambusher negates that - you keep advantage until your turn ends, so you can step out into the light and then attack with it. I think the rule might be a little too fiddly, though. There's a good chance that Ambusher will be revised or replaced based on feedback.

SlyFlourish: Is the plan to give each PC something exciting each level and how do you plan to put that burden across race, class, theme, and background?

Mearls: We're definitely aiming for something at each level, and you can expect that to be spread across class and theme. Race does not automatically give you something, but we've talked about race-based themes (dwarven defender) that speak to your race abilities.

So, you could imagine that at each level you get either a class thing, a theme thing, or an improvement to an existing ability. I do believe that your skill bonuses increase at a couple, specific levels, so backgrounds do improve.

Guest: Will characters only have one theme or background over their character life or will they be able to add more later? What about changing them out as the character changes over the story?

Jeremy Crawford: We expect certain characters to have more than one theme, and we are exploring the concept of advanced themes at higher levels.

Mearls: Background is a level 1 choice that represents what you did before becoming an adventurer, so it doesn't change. However, you can gain access to more skills and traits at higher levels through class and theme.

For themes, you can pick one and advance in it, mix a couple, or build your own by selecting feats a la carte. I also hope that DMs see them as a tool to create custom themes for their campaigns.

Jeremy Crawford: We have even talked about fighters getting two themes at 1st level.

Mearls: As far as changing stuff, that is an option we'll include. The first step will likely be, "Talk to your DM", but it makes sense to give people the option to do-over choices.

ExtendedRest: Is there a plan to deal with long term wounds? Right now having all health and everything reset after a long rest seems a little too easy. Especially with as little healing options as a Next party have access to on their own right now.

Jeremy Crawford: We're not likely to make long-term wounds a part of the core, but we have discussed providing a wound option for DMs to incorporate into their campaigns.

Mearls: We erred on the side of letting long rests heal everything, primarily because we were fairly split on how to treat it. Personally, I'd like to see a rule where you get back a certain amount of hit dice each extended rest. It might be based on Con and/or class. I have to admit that the current rule picks at my sense of realism.

To follow-up what Jeremy said, I've toyed with a wound system where you get some effect each time you drop below 0 hp, to represent a bad injury, For instance, broken bones, strained joints, concussions, etc. But that would be a rules module.

Jeremy Crawford: This is another example (the long rest) of us leading with the powerful version of something with the expectation that we might end up dialing it back, based on playtest feedback.

Duskreign: How exactly does the cone from Burning Hands look? We had a few issues with how it is supposed to look on the grid.

Jeremy Crawford: We will eventually show you how we expect things like cones to look on the grid.

Mearls: Yeah, we'll figure out if its a template or if we draw it to fit the grid.

Jeremy Crawford: As we've mentioned before, the rules do not assume the use of miniatures, but we will provide support for the use of miniatures. Almost everyone in the office likes to use minis at some point during an adventure.

Jon McCarty: Given the feedback about Save or Die mechanics, I sort of expected we might see something a little different in the bestiary. From what I've seen, it appears that only the Medusa really has such a mechanic, and it appears to be the old sort without anything like an HP threshold. Do we have anything more forgiving coming up? Are Stirges supposed to be a less direct save or die monster?

Mearls: Monsters are still a work in progress. With the medusa, we tried a mechanic where a character can choose to take a risk or avert his eyes and suffer a drawback. The stirge also shows something of a 4e approach, with a condition that gets worse and can scale up. It does have an issue with stacking, though, so the final form might be a save or check each round, rather than a situation where three stirges pounce on and kill a character.

Stephen: What was the thought process behind brining electrum back into D&D?

Jeremy Crawford: Bringing electrum pieces back is a nod to the game's history. The coins also have a nice story now; they're remnants of lost kingdoms and fallen empires. In other words, we don't expect electrum pieces to be part of a kingdom's normal economy. They're exotic.

Guest: Are critical hits always only maximum damage, i.e. is there every anything additional? Criticals seem noticeably weaker and more boring than in past editions.

Jeremy Crawford: We've playtested more critical hit systems than I can count.

Mearls: This is another area where we kept it simple and will see what kind of feedback we get.

Trevor: Alright, one last question then we'll let these guys get back to work.

Felix T. Katt: What has the quality of the playtest feedback been so far? Are there things you would like the community to sound off more or less about?

Mearls: The feedback so far has been good. The big thing is to write about the conditions of the game - did you play it like a regular session, was it just a test of the combat rules, and so on. It also helps to get a sense of what you want and where the game failed to deliver it.

Really, everything is useful. It can range from doing some math and finding something that looks to good to coming across an unclear rule in play. For instance, the questions about the Ambusher ability show us that it isn't clear and might be too fiddly.

The feel is very important, too. Does this feel like D&D? Are you missing rules? Did rules get in the way?

The big thing is to avoid snark and an overly antagonistic attitude. We're human, and it's easy to tune out someone who comes across as a crank.

So, basically play the game, read over the rules, ask questions, and post your thoughts. This is a big undertaking - the biggest tabletop gaming play test ever - and we're committed to making it work.

Jeremy Crawford: We also like it when people make a distinction in their feedback between their reading of a rule and their play of it. The two experiences are often quite different from each other.

Mearls: Thanks for the questions, everyone! It's great to see what issues are coming up and how the game is playing.

Jeremy Crawford: Yeah, thanks, everyone! We hope you're enjoying digging into the game. We look forward to your feedback now and in the months ahead.

Trevor: That wraps our this Q&A. Thanks much to everyone for being a part of this and the D&D Next playtest! We'll keep you updated on the upcoming chats and other communications!
Morrus is online now Report Post

Dogs, booze and bling: Northern Ireland's medieval shopping mall | Medieval News

Dogs, booze and bling: Northern Ireland's medieval shopping mall | Medieval News


A new way for looking at markets for your rpgs using real life setting as a backdrop. Also history of the island itself could spawn several adventure seeds.

Saturday, May 26, 2012

RPG Kickstarters new posts

RPG Kickstarters for week ending 05/26/12 with blog by Monte Cook concerning Crowd Sourcing.

Friday, May 25, 2012

D&D Next material recieved

I like the other seventy million bloggers have received the e-mail about being in the next set of play testing.  Numbers have not been released but the number of download requests caused the main servers to crash for several hours today . Figuring it would take a greater length of time I opted to wait until 9pm est to start my attempts to download material. It still took two hours. But now
i am ready to start the play testing.  Those locally will get a time table via Face book concerning when and where to come give it a try.

What I am looking for is a return of the DM running the adventure and not just facilitating the adventures between the parties five minute workday. Is this edition easy to teach to the players and will it capture their imagination to grow their PC's and their own enjoyment of the game. 

Here hoping that I get the old feelings that make me want to create with this new edition as I felt in past editions.
More to follow.        

Wednesday, May 16, 2012

D&D live chat May 16th

D&D Next Chat Transcript (Mike Mearls & Jeremy Crawford)


This is the transcript of the D&D Next (5E) live chat held today. Mike Mearls and Jeremy Crawford were on hand to answer questions about the upcoming public playtests of D&D Next.

Mearls: Hello world.

Trevor: There's Mike Mearls, one of the stars of the show!

Mearls: Jeremy Crawford will be a little late. We just finished up a meeting on the playtest packet.

Trevor: You want to regale us with any playtest tidbits while we wait for him, Mike?

Mearls: Hmmm... let's see. I've been DMing mostly, and the rules have changed a lot over the past few days. Probably the funniest thing was guest starring as a librarian in a playtest game at DDXP. Also, I got to test the DR rules when the players had to cut open a dead wererat's stomach to find a gem it had swallowed. That was not how I expected to test those rules.

Trevor, you can go ahead with questions. Jeremy will be here shortly, and I can defer to him as needed.

Trevor: Alright, lets get the intro blurb in there and get started then.
Welcome everyone to the Q&A for the next iteration of D&D and the upcoming playtest! I'm Trevor Kidd, Community Manager for Wizards and D&D and I'll be facilitating the chat. Mike Mearls and Jeremy Crawford from the D&D design and development teams will be fielding Your questions.

Jeremy Crawford: Hello, everyone!

Trevor: This is a moderated chat, which means every comment or question you make is seen on our end of things, but you won't see it until we publish it to the room for Mike and/or Jeremy to talk about. With all that said, let me get out of the way and let Mike and Jeremy introduce themselves and say a few words. After that, we'll start fielding your questions!

And there we have Jeremy!

Alright - I'll leave the floor to you two. When you're done with introductions let me know and I'll get on to the questions.
Mearls: I'm Mike Mearls and I'm the senior manager for the D&D team. My job is to oversee the development of the game and make sure all the teams work together.

Jeremy Crawford: And I'm Jeremy Crawford, head of editing and development for D&D products.

Mearls: I also pitch in as needed to get work done. For instance, my other open window has the rules text for rituals, though those won't be in the initial playtest.

Jeremy Crawford: I do enjoy trying to get Mike to work as a writer still.
Mearls: I think we're ready for questions.

Trevor: To cover a lot of very basic questions out there, can you remind us when the playtest starts and give us a little information about what people can expect from this first playtest packet?

Mearls: The playtests starts on the 24th. That's next Thursday. Which is much sooner than it seems. Much, much sooner.

Jeremy Crawford: Here's what to expect in the packet . . .

Five pregenerated characters

The Caves of Chaos adventure

A bestiary to accompany the adventure

And rules of play, both for players and DMs

Mearls: We're doing two clerics to test the range of the domain/deity system.

Jeremy Crawford: One of the clerics is more of an armor-and-mace fellow, and the other is more of a mystic

The five characters will feature the background and theme system that we've alluded to in the past few months.

Trevor: Another very popular set of questions from many in the room: Who can play in the playtest, and how are we going to distribute the playtest information to people?

Jeremy Crawford: We hope everyone will play!

Mearls: The playtest is open to anyone who signs up, and the information will be available digitally. As part of signing up, there will be an online playtest agreement similar to the one we used for Dungeon Command last year.

monstermanual: What level of complexity will we see in the first wave playtest PCs, and what options will we have to adjust them to our taste?

Jeremy Crawford: There will be a range of complexity, from a relatively straightforward fighter to a class wizard.

By "class" I mean "classic".

Mearls: Character customization will come in a bit later. To start with, we're focusing on the core system.

Jeremy Crawford: We will roll out adjustment options in the next few months. For now, we'd like people to play with the pregens.

OngoingDamage: How different will the 5/24 playtest materials be from what we saw at PAX East? Did any of the PAX East playtest feedback get incorporated into the current version?

Jeremy Crawford: There will be many differences, both in the core mechanics and in the characters.

Mearls: Yes, we incorporated that feedback. The playtest will look fairly different in terms of characters. Mostly, things will look a little simpler for DMs. The classes, themes, and backgrounds are a little better organized, and we've done some work in figuring out what parts of a character sit where.

shamsael: How much can we expect the rules to change from the start of public playtesting to final release? To put it differently, how much of the system at this point is set in stone and how much is free to be tweaked or rewritten at this point?

Mearls: Probably the biggest change is in the mechanic for advantage and disadvantage. We've also have done a lot to the cleric, fleshing out domains and making those a bigger part of the class that changes a lot of stuff.

Jeremy Crawford: An example change: Spellcasters all have at-will spell options now.

Mearls: Nothing is set in stone. Since we're starting simple, we can make huge changes without massively reworking tons of text. We're taking it slowly precisely because we expect to release rules, incorporate feedback, than use that to drive the next wave of material.

John Sussenberger: Will we be able to run play tests in public locations, such as a game store or convention?

Jeremy Crawford: Addressing the previous question: The only things we won't budge on are the things set in D&D's stone, such as using the d20 or that the game contains wizards.

Mearls: I believe we're working on that option now. Right now, for the playtest each person taking part should sign up. We're working on something right now that will alow cons and stores to run stuff.

Gerardo: Hi, thanks for making this live chat. I've been following the character class design post and I'm intrigued to know how you measure balance. How do you know a class is balanced or not? Some number or value attached to powers that you add up and say OK it's good, or is it more a gut feeling based on the designers experience and playtest feedback?

Jeremy Crawford: It's a mix of math, playtest feedback, and a dash of intuition.

Mearls: It's a combination of the two. D&D covers so much ground, that we can balance stuff based on combat without actually balancing anything for a specific campaign. We're looking at each area of the game - combat, exploration, interaction - and making sure that characters can contribute in each area. It's maybe 50/50 art and science.

Mearls: Feedback will be the biggest, important factor for us.

The Mormegil: Can you tell us more about movement and positioning in D&D Next? What will it look like?What about attacks of opportunity? What are your thoughts about interrupts and other out-of-turn actions?

Jeremy Crawford: That's a Russian nesting doll of questions! Mike and I are conferring . . .

Our desks are next to each other, so we're chatting at the same time. The simple stuff first: Attacks of opportunity are not in this playtest, but the system does have rules that point to the peril of making ranged attacks in melee, for instance.

Mearls: Ha! Jeremy will love this question. I'm really not a fan of giving people extra turns in addition to their own turn. I think it really slows the game down. For movement and positioning, the goal is to focus more on terrain and interesting things to move to and around, rather than flanking and such.

There are off-turn actions in the game, but the philosophy now is to have them eat into your turn or have something you have to set up. For instance, instead of everyone automatically getting opportunity attacks, a character might need to take a feat or choose an ability that basically says, "If you make a melee attack on your turn, you get one opportunity attack for the next round."

A rogue might have this - you can move away from an enemy that moves next to you, but you lose your move on your next turn.

Arbanax: Can I ask how Monsters will be handled in terms of stat blocks and information, the off table help and fluff and the at table crunch?

Jeremy Crawford: In this playtest, you'll see shortened stat blocks in the adventure, and then full stat blocks in the bestiary.

The bestiary includes both mechanical information and lore.

What you'll see is just a starting point. We expect the stat block format and the lore information to evolve quite a bit in response to playtesting.

Jools: I'd love to know what your thoughts are on conditions in 5e. Something spoilery would be nice!

Jeremy Crawford: We've been discussing conditions quite a bit lately. They're certainly in the game. I'll be revising them this afternoon, in fact.
We're fans of conditions that make sense both as game mechanics and as something in the world. Prone, for example, is a useful game concept, and it matches what's going in the story. You're knocked on your butt!

Mearls: We're trying to keep the list of conditions slim and make it apply to things that are obvious changes in the world. For instance, right now invisible and ethereal are on the list of conditions. We also added intoxicated. Basically, what are things that when they happen to you have a clear effect on how you interact with the world?

Here's another thing - with stuff like paralyzed, we're dealing more in describing what happens rather than trying to make everything mechanical. So paralyzed says that you can' t move your limbs. Spellcasting specifies that you need to move your arms to cast a spell. Thus, a paralyzed creature can't cast spells.

The idea is that we give the DM clear mechanics, but also make it clear what's happening in the world so the DM can make any judgment calls as needed.

Jeremy Crawford: My favorite new condition is intoxicated.

Mike: How are we going to provide feedback on the open playtest?

Mearls: We'll have a series of surveys we're sending out. I also think that we might have a dedicated forum on the site for discussion, but I think Trevor might now more about that. The idea is to make it as easy as possible for us to capture feedback, while also reaching as wide an audience as possible.

Mearls: BTW, the surveys are being put together by the folks at WotC who do that for a living.

The Mormegil: I know your top one priority is making the game feel like D&D, but those of us who do not notice any distinctive feel in D&D and would like to help too may need a direction for their efforts. What are you looking for in this playtest? What do you expect from it?

Jeremy Crawford: We also want to know whether the game is enjoyable for you, whether the rules make sense, and whether is evokes a swords-and-sorcery feel.

Mearls: There are two ways to look at it.

If you're a long-time D&D fan, the playtest should feel like you're coming home again. We want the rules to be easy to use, rulings simple to make, and the game to move at a good pace. All while feeling like D&D at its heart.

If you don't have a particular attachment to D&D or its specific feel, then the game should be fun to play, interesting to run, and an overall good fantasy RPG.

Our biggest goal is making sure that the core rules are easy to understand, easy to use, and fully functional.

Tara: What were some of the major changes from the last few days?

Jeremy Crawford: Haha!

Mearls: Hmmm... is there anything we haven't changed in the past few days?

Jeremy Crawford: One of my favorite changes from this week is adding more flavorful effects to some of the cantrips.

Mearls: I did a review of our weapon table, and I think the spear was the one weapon I didn't comment on. Probably the biggest things are rogue schemes and cleric domains.

Jeremy Crawford: Yeah, the rogue has really come into focus this week.

Mearls: Yes, cantrips that you use to attack are basically utility cantrips that have a way you can use them against creatures. The ignite cantrip lets you start fires, whether its lighting a torch or a goblin's butt.

Kamikaze Midget: Can you tell us about anything you guys have discovered in focusing the game on the entire adventure, rather than on the individual encounter?

Jeremy Crawford: The poor goblin and his butt.

Mearls: The biggest thing is making it OK for one character to own a particularly encounter. If the wizard casts sleep and KOs a group of six kobolds, that's OK. In the next encounter, the rogue might sneak up on the kobold shaman and gank him, or the fighter blocks a doorway and takes down a wave of attackers. Same goes for characters with good social abilities, and so on.

It also means for a much faster game - characters contribute in each encounter, but we can let someone shine without feeling that everyone must have at least 4 or 5 turns to do their thing.

Jeremy Crawford: There is a tremendous amount of world texture that we can include when there isn't pressure to make everything count in every single combat encounter. We can include character options that speak to social situations, exploration, traveling on the high seas, hopping into other planes of existence, and so on, without segregating those options into little buckets.

Mearls: It also means that "unbalanced" options are more viable. For instance, in one adventure the characters fought a gang of hobgoblins. One of the hobgobs was a beast master who used a whip and a prod to drive a pair of giant scorpions forward. The rogue sniped the beast master, so the scorpions turned around and had their revenge on the tribe.

It ended the fight pretty quickly, but it made for a fun adventure. The characters ended up luring the scorpions into a room with a window, locking them in there while the rogue climbed out.

Brian: How do you plan on handling the discrepancy between the 4e-style spells for wizards/sorcerors (Powers) vs the older-style spells (A lot of very unique and varied spells)? Would both styles of play get along nicely in a game?

Jeremy Crawford: Yes, they get along together very nicely.

Mearls: We have some potentially interesting ideas for the warlock vs. sorcerer vs. the wizard. I can't say much, but when you have two or three classes using arcane magic, you have room to maneuver. In 3e the warlock was sort of 4e-like, as was the binder. I think we can make room for both in a way that makes those classes unique and fun.

The great thing about classes is that you can have a spell slot system, a spell point system, and a power system all in the same game.

Somnambulant gamer: Everyone's incredibly excited about this initial offering, do we know what kind of timeframe we're looking at for materials to generate new characters and a chance to see more of the core classes that will be released?

Jeremy Crawford: Even in the playtest spells, you will see elements from classic spells and elements from powers.

Mearls: Let me check our schedule. It's on a white board on the other side of my desk...

Jeremy Crawford: We plan to roll out character-customization options this summer.

Mearls: OK, if things go smoothly you'll have that stuff before the end of the summer. Keep in mind that feedback is a part of this, and it's all contingent on how much we need to change based on round 1.
Jeremy Crawford: And we'll roll out other classes bit by bit. Since our focus is on collecting feedback, we are not going to release too much at once. We want to make sure each part of the game gets the love it deserves.

Andrew: Can you comment on adventure pacing versus the wonder of magic? In 3e, PCs were often required to rest after the cleric/wizard were out of spells, regardless of the state of the rest of the party. In 4e, everyone can keep going until out of surges, but there was less "magical pizazz" across the classes -- a sword being a magic missile being a druid's claw.

Jeremy Crawford: We have been striving to connect pacing to concrete things in the game world: magical resources, such as spells; hit points; and various options that might rely on a character expending some of his or her vitality.

Mearls: That's a great question. We want magical to feel magical yet rooted in the world. The cantrip thing ties into this. Cantrips aren't specifically made to blast people, but a cantrip you use to create a small amount of acid as part of an alchemy experiment can also be a useful weapon. Spells should feel magical and maybe even mysterious in some way.

For instance, going back to cantrips, we specifically didn't want to just make a spell that was the same as a crossbow but it did fire damage. That sells magic short, IMO.

Somnambulant gamer: You mentioned all casters have at-will spell "options" now. Are these class features, or tied into the themes or backgrounds?

Jeremy Crawford: Both! The cleric and the wizard get them, and some backgrounds and themes offer them.

Mearls: Yes, both. At-will spells come with classes. Rogues and fighters can opt into that if they want. I'd also like to at some point offer an option for a non-at-will magic game, but we received overwhelming feedback in favor of at-will magic. That feedback was largely edition independent.

Jeremy Crawford: Yeah, when playing a spellcaster, many people like to feel like a spellcaster all the time and not have to resort to a crossbow--or a dart!

Preston: What races will be in the play test? Do you see race or culture as being a driving force behind a characters mechanics?

Jeremy Crawford: The classic four will be in the playtest: dwarf, elf, halfling, and human.

Mearls: Halfling, human, dwarf, and elf. We're actually doing a mix of race and culture with our approach. A high elf and a wood elf share some innately elf things, but also get some things distinct to their specific culture.

Jeremy Crawford: Right out of the gate, you'll see the high elf, for instance.

HustontheTodd: What I love about 4e is the ease with which I can throw an encounter together. What can I expect from dndnext to make adventure building fun?

Jeremy Crawford: While Mike answers that, I'll say something else about race. A thing I love about our current approach is that you don't just pick your race, such as dwarf. You also pick what kind of dwarf you are.

Mearls: 4e provides the standard we're using for DM tools and adventure building. My goal is to do a mix of basic D&D - which was fairly step-by-step - combined with 4e's approach, though focusing more on the adventure as a whole rather than encounters. We also know that DM experience plays a big role in how people approach adventure and campaign design, so we want to offer a lot of options including "roll lots of dice and randomly determine everything" to "do whatever you want."

RupertDnD: Are Fighters getting cool stuff too, like powers or maneuvers?
Jeremy Crawford: The fighter gets to carry my wizard's tea!

Mearls: Right now, we're keeping the fighter fairly basic but giving you those options in feats. However, the fighter does get a couple unique mechanics to make him different. This is definitely an area where we're looking at feedback, but so far people seemed more concerned with getting at-will magic that in making manuevers something all fighters automatically get.

And to be clear, right now if you spend a feat for maneuvers you're getting a whole suite of options to use, not just one thing. Also, I don't think the first pregen fighter has maneuvers to start with.

Jeremy Crawford: We're committed to giving fighter players interesting tactical options, but we also want to make it possible to play the simple basher. Feedback is usually split on wanting both types of fighter.

Jozh: Prestige Classes/Paragon Paths? In or out?

Mearls: We're not sure yet. One of our next big tasks is to look at high level play and how things might evolve beyond class. If we do paths or prestige classes, we want to make sure that they fit into the overall Next system in an organic way, We don't want to just bolt them in.
OK, one more question then I have a lunch meeting.

Jeremy Crawford: Our initial high-level playtests were a hoot and included elements similar to paragon paths / prestige classes, but we're still exploring options.

EdofDoom: Are there any obvious tanking mechanics in the new edition? Something that guarantees a wizard in the back doesn't get ganged up on by people running past the fighter?

Jeremy Crawford: There are definitely ways for one character to protect another. We have a whole theme dedicated to the concept, in fact, but you won't see a tank per se in the first batch of five characters.

Mearls: There are two things. First, creatures grant cover. So, cowering behind people is a good idea. That said, the basic option for that rests in a theme right now. My feeling on tanks is that it's best if a player wants to do that, rather than saying an entire swatch of characters are assigned that when a player might want to be a fighter to be good in combat.

I'd rather it be clear that a player has taken a theme to do that and is getting into it because that's what the player enjoys doing in D&D.
Thanks for the questions, everyone. This was a lot of fun. I've asked Trevor to capture the questions we couldn't get to so we can cover them before the playtest launches.

Jeremy Crawford: Yes, thank you, everyone!

Trevor: Alright, that wraps things up for the Q&A! Thanks everyone for all the great questions. We weren't able to get to them all, but as Mike mentioned, we will be trying to answer as many as we can in future articles and conversations.

Thans toMorrus for transcribing.

Dungeons & Dragons Roleplaying Game Official Home Page - Article (Back to the Dungeon)

interesting artical by Matt James.


Dungeons & Dragons Roleplaying Game Official Home Page - Article (Back to the Dungeon)