] adventure with my party, and we're liking the system a lot. My big issue is that my party has now amassed a lot of money, but have nothing to spend it on. The PHB [
] says that only common magic items are sold, so it sounds like they can't buy +1 weapons, etc. What can my party do with all its wealth? -
The DMG has guidelines on this, but to tide you over I'd take a look at the final chapter of HotDQ (spoiler - flying castle) and set a price tag on getting that thing repaired and flying again. Stuff like that gets players really excited, because they get a really cool toy that logically needs a lot of cash to keep functional (staff, guards, repairs, etc.) Otherwise, I'd eyeball magic item sales, land and titles, and so on. The key for me as DM is to avoid giving the players a blank check - for magic items, I'd have them create a list of ones they want to buy, then incorporate that into the game as a key event (someone sells them a treasure map to one, someone else will take a bribe to help steal one, etc - keep it fresh rather than making it feel like a trip to the corner
store). -
Mike Mearls
I hadn't even thought of letting PCs purchase a noble title. That... makes me happy. -
darkpsimystic
Iron Heroes
What's your favorite story about/from Iron Heroes? -
gradenko_2000
Man, that
takes me back. Probably my favorite moments were watching people play
the game while I was still designing it. A friend of mine ran a few
sessions, and I'd sit and observe his gaming group play. It was
interesting watching the game come to life, seeing what worked and what
didn't.
I also learned tons about the process behind creating an RPG - the
behind the scenes stuff - that came into play during 5th's development.
Iron Heroes really needed another year or so to gestate before it was
ready for prime time. -
Mike Mearls
Open Gaming License
Any idea of when details of the 5th ed. version of the OGL will be released (that is, if there is one)? -
DandD76
No news yet, but we plan to announce something within the next couple of months or so -
Mike Mearls
Specific System Questions
A couple of questions about passive skills. As I understand it, they are used when someone is passively doing something rather than actively, so passive perception is used as a baseline for how much a character notices when he's not actively looking around.
So if a character with a passive perception of 13 is actively looking around for something that can be seen on a perception DC [
Difficulty Class, a measure for determining how difficult a task is in the game - Charlie] of 10, and he rolls a 2, does he not see it? Or should passive perception be considered the minimum possible value for that character?
Passive Investigation is mentioned in the Observant feat, but I have not seen anything else written on how you passively investigate something, or what situations warrant using this skill. Are there other skills that can be done passively? -
GunnerMcGrath
Any skill can be used passively - it's up to the DM [Dungeon Master - Charlie] to apply that as needed.
For perception checks, you passive result is always in effect. If you could see soemthing with a DC 10 check and your passive is 11, you see it without rolling.
Keep in mind, though, that a DM might rule otherwise. Passive checks are a tool that groups can use to speed up the game or move past die results that slow things down or lead to a grind. -
Mike Mearls
Monk weapons are any simple weapon that aren't heavy or two-handed, and short swords. Quarterstaff and spear fit this criteria, but also have versatile. So can these be used two-handed for 1d8 damage and still benefit from teh martial arts bonus unarmed attack, or can they only get their bonus attack if they use the weapons one-handed?
Related question, can you confirm that unarmed attack can apply to using elbows, knees, feet, and heads? Seems like this would be the most common way to attack unarmed while wielding weapons but just checking. Thanks! -
GunerMcGrath
Keeping in mind that Crawford [Jeremy Crawford is credited as co-lead designer of this edition - Charlie] is the official rules expert, these are IME [In my estimation - Charlie] -
Using a d8 weapon with the monk isn't the end of the world. It's 1 point more of damage on average than intended - the system is robust enough that you won't really notice. I allow it in my own games.
Unarmed attacks are the same - I allow head butts and kicks. The monk in my group fights with a staff two-handed and does exactly that. It works fine, especially because she's the group's main melee character -
Mike Mearls
Hey Mike, thanks for taking the time to answer questions. I want to preface this by saying overall I love 5e, but my questions are going to be directed at the things I do not love.
1) Why is alignment still a thing? All of the class alignment restrictions have been removed, and pretty much all of the penalties tied to violating alignment are gone, so what function does it serve? Was it kept around just to justify the wholesale slaughter of orcs?
2) Traits, Ideals, Flaws, and Bonds were an incredible introduction to 5e, and I've found they're great at giving starting characters real personality. That said, why don't they have more mechanical support? I really would have liked to see more bonuses for embracing, as well as penalties for ignoring them.
3) As a DM, I really value consistency. I want my players to know what their characters can accomplish, and be confident about those things. When it comes to ability checks though, difficulties for standard activities (climb a wall, swim in a river) seem to be left out entirely. Can we look forward to seeing some guidelines in the DMG?
4) Resting for a night replenishes all of a characters HP, as well as half their hit dice. The full heal seemed to garner a fair bit of criticism during the playtest, so what was the deciding factor in including it? -
IronApothecary
1. Alignment is a uniquely D&D thing that people associate with the game and make references to in pop culture. It's also an easy shorthand to describe characters in broad strokes.
It's also a handy tool to describe the basic tendencies of factions in D&D while allowing for conflict between good-aligned groups. That's a subtle thing, but it bakes in the idea that the Harpers and the Order of the Gauntlet don't always get along, because they differ on how they see good as a force in the world.
1. We avoided penalties in the game as much as possible, primarily because we feel that giving people incentives or bonuses to do things is a better motivator. That said, in the playtest and design process we felt that a light touch gave groups more room to determine how important roleplaying out character traits was to the table. If we add too many mechanics, we risk hitting the point where roleplay feels scripted or by the numbers.
2. There are more guidelines for DCs in the DMG, but we are consciously avoiding the concept of a canonical list of DCs. Each DM has a different approach, and we also feel that the spread of DCs is narrow enough that DMs can quickly silo tasks into them.
3. We found that the full heal was the most popular option, but there are alternatives in the DMG. It's definitely a case where groups varied the most in terms of preference, but full healing seemed to make many groups happy while doing the least offense in turning people away. We generally created defaults that are fairly liberal, and then let DMs tone down things. That seems to be a pattern that works well for most DMs. -
Mike Mearls
Is the mass combat Battlesystem you posted about in L&L going to be in the DMG? What about material for PC domains? I really want to incorporate that stuff into my campaign as it levels up. -
monstermanual
Mass combat is not in the DMG - we decided that the system needed more playtesting. So, we'll be conducting open testing of that material and releasing it as part of Basic D&D once it is complete.
There are rules for domains and managing a realm or business as part of the downtime system. -
Mike Mearls
What kinds of guidelines were used when assigning monsters their CRs? Is
there a range of values for each rating/level? Coming from 4e with its
fairly strict progression I've been having a hard time finding any sort
of pattern in monster capabilities. -
ImpactVector
It's much 4e, but with a key wrinkle.
The DMG breaks down CR into an offensive and defensive rating, with a
range of values for each (attack bonus and damage for offense, AC and
hit points for defense). Special abilities can also modify those CRs,
and this is where a fair amount of design sense and playtesting comes in
to make sure that something is weighed correctly. Once you're done, you simply average out offensive CR and defensive
CR to come to your final rating. Again, you might adjust a little in
either direction for monsters with weird abilities, but the process is
easy if you're making typical monsters. -
Mike Mearls
What was your favorite concept from the 5e playtest cycle which got left on the cutting room floor? -
Cramulus
I
mentioned dice in place of the flat proficiency bonus, but here's
another one. At one point, each martial weapon had a special maneuver
built into it. It was a cool idea, but it proved too complex at the
table.
Were I to do it again, I'd look at using the 4e weapon categories,
tying the special maneuvers to those categories, and giving only certain
characters access to them (fighters can use any of them, other classes
more limited). -
Mike Mearls
Hey Mike,
can you talk a little bit about the design philosophy behind the PHB
crafting rules? Page 187 describes the downtime activities, and the
example listed talks about a character having to spend 300 days crafting
a single suit of plate armor. That seems unusually long for a
blacksmith (though I have admittedly never crafted armor in my life).
Why the 5g max per day forumla?-
jeddite
On one
hand, it captures the work effort needed to do fairly complex things,
like a suit of full, heavy armor. On top of that, you can assume that a
smith will have multiple people working on something. From a balance point of view, the idea is to let players make simple objects or items between adventures. -
Mike Mearls
You can spend 250 days and 250 gold to learn a new tool or language, why
not a skill as well? Why is there no way to add skills except via feat
or multiclassing? Do you see any balance issue with allowing this? -
GunnerMcGrath
It's
definitely a case where it comes down to the group. Since some classes
receive more skills than others, we decided to not put that option in
there for "soft" balance reasons. By soft, I mean the following - it doesn't break the game, but it
might irritate some players. Niche protection is a key part of class
design, and a lot of players see skill training as a key part of the
rogue and bard. Letting other classes match them in skills might make
those classes feel squeezed out.
As a DM, you can use it without issue if you feel that your table
will be fine with the change. Like a lot of things in RPGs, you might
find an issue that exists for D&D players as whole doesn't affect
your group. -
Mike Mearls
Hello
Mike. I had the pleasure of meeting you at Gen Con. Thanks again for
taking your time then and now to answer questions.
Travel Pace (pg 182): Is this a blanket table regardless of the
speed of the creatures involved? I know the rules list exceptions for
flying creatures and the like, but the table seems to be based on
creatures with speed 30. I also note the line about horses going faster
over short distances. I'm just having trouble seeing a horse with
speed 60, a wagon drawn by draft horses and a dwarf all travelling at
the same pace if they are travelling separtely. Is this something that
will be more detailed in the DMG? -
PFBeginner
This is
an area where we erred on the side of ease of use. Someone (maybe
Crawford?) did some research on travel times of mounts vs. people on
foot, and came to the conclusion that it was pretty exceptional and
required a lot of support for mounts to provide a significant, long-term
speed boost.
IIRC [
If I remember correctly - Charlie],
the Pony Express required riders to swap out horses several
times per day, and the animals themselves had serious risks of injury. So, for that reason and to keep things simple, we standardized travel times. -
Mike Mearls
The PHB says that a paladin who breaks his oath can become an
Oathbreaker Paladin or "abandon this class and adopt another." Does
this just mean begin mutliclassing as usual? Does a 10th level paladin
who breaks his oath and switches to Fighter or Rogue retain all his
existing Paladin powers and just become unable to learn new ones, or do
some of them go away? I always had the impression that a fallen paladin
(who does not become an evil paladin from the DMG) would lose his
divine abilities temporarily or permanently. -
GunnerMcGrath
It's
based on the DM's campaign. You can go two ways - the paladin can
multiclass and keep the existing paladin powers, or the paladin rebuilds
as a character with levels in a different class (most likely fighter). In the first case, you're saying that paladin is something that
people can learn. As you level up in the class, you unlock secrets that
you get to keep. In the second, you're saying that once you anger the gods, they take your power away. In a campaign where paladins aren't tied to deities, the first
approach makes sense. The second one fits if you see the gods as tightly
tied to what makes a paladin a paladin. -
Mike Mearls
Does the DMG include wealth by level tables and magic item price for GMs who want to run very high magic games? -
PepticBurrito
We give a
baseline of how many items are typical for a campaign, plus guidelines
for creating higher level characters and their typical gear. There are price ranges based on level for items, plus guidelines for buying and selling items. -
Mike Mearls
Would you let a caster with 6 levels in sorcerer (draconic bloodline)
and 10 levels of wizard, evocation spec do +int and +cha to their wizard
evocation spells of their dragon's element. -
egopunk
How do you handle the Assassin's
Assassinate feature in conjunction with creatures joining an existing
combat? If the Assassin is hidden at the moment they join combat, can
the Assassin "surprise" them? -
Unsight
I'd say yes. Essentially, surprise occurs when one side is unaware of
the other. Once battle is joined, though, I'd allow it only for someone
entering the fight for the first time. -
Mike Mearls
Why did the Monk's unarmed damage get reduced from 1d6 to 1d4 at first level? -
Slutmiko
Believe it was to keep bonus attacks with unarmed strike balanced. -
Mike Mearls
Elemental Languages:
- PHB lists only Primordial (and it says typical speakers are Elementals)
- MM lists Auran, Terran, Ignan, and Aquan. Primordial is not mentioned anywhere
Is this a mistake, or is Primordial supposed to encompass all four of those languages?
edit- Night Hag and Kraken mention Primordial, but not the Elementals. As an aside, love this new edition and enjoyed the playtest. Great work to your team and you!-
OkinShield
Page 123 of the PHB, under languages, paragraph 3 touches on this -
Terran et al are dialects of Primordial. Some creatures know the root
language, others only speak variations of it. -
Mike Mearls
Wizards of the Coast Future Plans / Questions
What's the internal WotC perception of the launch of the current edition as compared to previous editions? -
cahpahkah
People at WotC are very happy. People are buying lots of copies of the game, playing it, and talking happily about it. We beat our targets across the board.
I think the biggest change in internal perception is that we have a much better sense of managing the game in the long term. With 3e and 4e under our belts, we understand much better what years 1, 2, 3, and so on look like. We have a better handle on what the D&D audience is doing with the game and how we can serve people.
There's very much a sense that this is the end of the beginning, and that the next phase is just as important as the launch. From here there's a lot of hard work to be done to keep people engaged and ensure that we sustain interest and happiness -
Mike Mearls
Is there the hope and intention to try and get 10-12 years from this edition like 2e and (via pathfinder) v3.5?
Kylden_Ar
Any tips for people who want to break into game development as a career? Is there any such thing as an "entry-level" game designer / writer / developer in WotC? (Not just thinking of RPGs, but all types of games that WotC is involved in). -
EdgeOfDreams
There really aren't entry level positions on staff for D&D. Biggest piece of advice - make your own games. Either self-publish on the cheap, or just walk through the process of making a game to learn what works.
For education, a good mix is useful. Learn a bit of coding, math, history, English. Game design is fundamentally the art of communication. Understanding how to present your ideas and entertain people is key. -
Mike Mearls
We're definitely looking at PDFs, ebooks, and other digital platforms, but no news yet. The goal with anything along those lines will be grow D&D, not just sell ebooks to people who already play the game, so we're putting a lot of work into figuring out that side of the equation. -
Mike Mearls
You've mentioned that you were going to stay away from the splatbook-a-month model of 3.x, and that most of the monetization would come from settings and APs [
associated products? - Charlie]. It's also been said that you would expand character options with books on things like psionics. Could you explain in a bit more detail what kind of books we'll see in the future and what kind we won't? Will we see the same kinds of books as in 3.x, but with more time for editing and more care given to avoid bloat? -
ademonicspoon
I'll give you an example of a theoretical expansion.
Let's say we wanted to do psionics. We'd tie that to a campaign you can play, maybe one centered on mind flayers or a similar foe.
The psionic sourcebook would be the player's compainon to the DM's mind flayer campaign. The sourcebook would have all the info for creating psionic characters, along with world material for players who are creating characters for the mind flayer campaign. The player's book might also have a chapter written from an in-world perspective on psionics and psionic monsters, the kind of information that a character might have access to or have heard.
You can expect us to do one or two such products a year, to give people enough time to play through a campaign without overwhelming them with new options. -
Mike Mearls
Given that 5e's spiritual predecessors are (mainly, as far as I can reckon it) 2E and 3.5E, what do you fell 5E offers those who prefer 4E's style of play? Do you worry about losing the support of 4E's fanbase? -
dancey
We actually found in the playtest that people's play preferences don't break down by edition. Support for fifth was equally high across people who expressed an edition preference, regardless of that preference.
That said, we'll have guidelines for miniatures, grids, and tactical combat in the DMG for people who want more detail there. There are character options that offer more round-by-round choice in the PHB. -
Mike Mearls
Can you tell us a little bit about anything that
is on the official schedule? -
zephyrdragoon
We have two things still to come for the 5e launch.
The DMG is out in late November in core stores, early December at Amazon, Barnes & Noble, and other mass retailers. It covers everything the DM needs to create campaigns and adventures, lots of tools to make a DM's life easier, and plenty of new mechanical options for DMs to tweak the system to suit their needs.
The DM screen comes out in January. It has all the relevant tables, summaries of conditions, and so on. Since 5e is fairly light, it also has room for stuff like random name generators, things that can be handy for a DM to use during a session. -
Mike Mearls
It's no secret that WotC's other big property is Magic: The Gathering. It would seem like easy money to make a D&D campaign guide to a Magic setting like
Ravnica. So my question is: Is there something preventing this from happening? What about a Magic set in the Spelljammer or Dark Sun?
Also . . . Merfolk as PCs when? I want my Merfolk Paladin in 5e. -
CoffeeDave
Merfolk PCs would be cool.
Porting Magic settings to D&D would be cool, but we also have a lot of D&D material to work through first. That's the biggest barrier - we have enough D&D material to last us a long time.
Magic aslo works on a much different schedule than D&D. It would take a fair amount of coordination to get everyone on the same page.
The real barriers come down to those sort of planning and logistics issues. On top of that, while the idea sounds cool it's not clear that we'd make fans of both games happier with it. It would he hard to announce giving Innistrad the D&D treatment when Ravenloft hasn't been covered in 5e, for instance [
For added insight into this topic please see Magic the Gathering, D&D, and a Host of Eye Witnesses. In that article several former
Wizards of the Coast employees discussed the problems associated with
the project - Charlie]. -
Mike Mearls
You guys did a bang up job on 5E. Two questions:
1: I'm very happy with the diversity shown throughout the Player's Handbook. Have you guys experienced any sort of pushback related to the increased amount of diversity shown in official products from some fans? Or has it mostly been positive?
2: Is system bloat a thing that you guys are considering for future 5E products? It seems 3E/3.5E hit critical mass and became almost unmanageable to run. -
nenorc
1. Nope - zero stuff directed at me personally, only a few things I heard about in passing. Really, the people who oppose diversity and inclusion are so few in number that they have to make death threats to get any attention.
I also have a sense that there's a generational divide here. People under 30 just expect a diverse cast and kick ass female characters.
[2.] System bloat is a big concern. It's one of the things that forces us into a new edition and makes the game hard to get into. We're looking at keeping our new mechanics to a minimum and having clear guidelines on the best way to incorporate new material into your campaign.
For instance, one guidelines we're looking at is for DMs to restrict characters to one additional book beyond the PHB when making characters. That keeps things manageable while allowing each campaign to have a distinct flavor. -
Mike Mearls
Will we see Dungeon and Dragon magazine again? Will there be digital content on the website, similar to the maps, art, and adventures we saw in the 3E era? -
. -