Tag Archives: Wizards of the Coast

D&D’s Biggest Controversies Ranked—3. Wizards of the Coast Attempts To Revoke the Current Open Gaming License

In 1997 Wizards of the Coast bought Dungeons & Dragons publisher TSR, rescuing the company from bankruptcy. New D&D head Ryan Dancey looked for ways to turn the game into a healthy business. Dancey saw fan contributions as an enhancement to the D&D community that strengthened the game’s place in the market. Support from fans and from third-party publishers encouraged more people to play D&D. Dancey wrote, “This is a feedback cycle—the more effective the support is, the more people play D&D. The more people play D&D, the more effective the support is.” Besides, the numbers showed that the D&D business made money selling core books. Why not let fans and other companies bear the weight of supporting the game with low-profit adventures, settings, and other add-ons?

Dancey’s thinking led to the introduction of the Open Gaming License and the d20 License. Using these licenses gamers and gaming companies could create and distribute products compatible with the D&D rules. Sometimes the products competed with Wizard’s own publications, but the overall contributions from the community helped the game flourish. Other role-playing game companies recognized the success of this strategy and introduced similar licenses for their games.

The OGL granted a perpetual license, encouraging game publishers to view the OGL as a safe agreement to base investments on. “When v1.0a was published and authorized, Hasbro and Wizards of the Coast did so knowing that they were entering into a perpetual licensing regime,” Dancey said. However, the OGL does not grant an irrevocable license, and to lawyers, perpetual licenses can sometimes be revoked.

In 2022, Hasbro CEO Chris Cocks and Wizards of the Coast CEO Cynthia Williams appeared in a presentation for investors. Williams touted D&D’s popularity but described the game “under monetized.” Wizards aimed to do a better job of gaining income from the game, bringing more earnings to stockholders.

With monetization in mind, Wizards executives probably looked at other publishers profiting from D&D-compatible products and felt D&D’s owner deserved a cut. Royalties on a million-dollar Kickstarter for a D&D-compatible product would hardly move the bottom line of a company the size of Hasbro, but multiply that cut by 10 or more multi-dollar dollar kickstarters per year, every year, and the payoff adds up. So, the company asked lawyers to find a way break the OGL, and the legal team found a potential out in the word “authorized.”

The OGL states, “You may use any authorized version of this License.” What if Wizards simply declared current version of the license “unauthorized,” and then replaced the OGL with a new version containing terms that favored the company? Wizards prepared a FAQ that explained, “OGL 1.0a only allows creators to use ‘authorized’ versions of the OGL which allows Wizards to determine which of its prior versions to continue to allow use of when we exercise our right to update the license. As part of rolling out OGL 2.0, we are deauthorizing OGL 1.0a from future use and deleting it from our website. This means OGL 1.0a can no longer be used to develop content for release.”

The new OGL license required publishers to register their products, demanded royaties from larger publishers, and enabled Wizards to revoke the new agreement. Wizards surely knew such a move would meet resistance from the D&D community, but they made some allowances to minimize criticism.

  • The new OGL introduced some high-minded changes such as rules that prohibited material that is “blatantly racist, sexist, homophobic, trans-phobic, bigoted or otherwise discriminatory.” Wizards undoubtedly supported such additions, but they also gave the company a way to claim that the new agreement came from noble goals. In a FAQ, Wizards states, “OGL wasn’t intended to fund major competitors and it wasn’t intended to allow people to make D&D apps, videos, or anything other than printed (or printable) materials for use while gaming. We are updating the OGL in part to make that very clear.”
  • The new OGL only demanded royalties from the few companies who grossed more than $750,000 on D&D-comparable products. Wizards probably hoped that this would leave the vast number of D&D creators with no cause for complaint. That proved a miscalculation, perhaps because most D&D creators eyeing a million-dollar Kickstarter think, someday that could be my project.
  • The high-royalty rates in the new OGL only represented an opening offer in a negotiation. In late 2022 Wizards gathered about 20 third-party creators to outline the new OGL and to offer 15% royalty rate rather than 25% to publishers willing to sign a separate agreement. For growing companies, the OGL promised, “If You appear to have achieved great success…from producing OGL: Commercial content, We may reach out to You for a more custom (and mutually beneficial) licensing arrangement.”

Likely Wizards executives hoped big publishers would come to terms before the new OGL became public, smaller publisher and fans would consider themselves unaffected by the OGL, and any lingering objections would be forgotten. They miscalculated. A draft of the new OGL leaked, igniting a firestorm of criticism.

For eight days, Wizard’s avoided commenting on the leak. According to insiders, the company’s managers saw fans as overreacting and calculated that in a few months everyone would forget the uproar. The company drafted a FAQ they hoped would soothe fans and help speed acceptance.

Meanwhile, many of the biggest OGL publishers announced plans to drop the OGL or to introduce their own gaming licenses for their product. A fan-led campaign to send a clear message to Wizards by canceling D&D Beyond subscriptions went viral. So many gamers went to the site to stop payments that the traffic temporary shutdown the page. The story reached mainstream news.

Wizards of the Coast got the message. They scrambled to make accommodations, first by promising to remove the most onerous provisions from the new license, and then by committing to keep the existing OGL. Ultimately, Wizards put the Systems Reference Document for D&D 5.1 into the Creative Commons using a perpetual, irrevocable open license agreement outside the company’s control.

Related: The Legal Fight Over Happy Birthday and What It May Tell Us About D&D’s Rumored OGL 1.1

Next: Number 2.

The Legal Fight Over Happy Birthday and What It May Tell Us About D&D’s Rumored OGL 1.1

Remember when chain restaurants celebrated birthdays by sending a parade of servers to your table performing a clapping birthday chant only heard in chain restaurants. The staff never sang “Happy Birthday to You” because until 2016 the media giant Warner claimed to own a copyright to the song. Anyone who wanted to perform “Happy Birthday” in public needed to pay for a license or risk the attention of Warner’s lawyers. Before 2016, Warner collected about two million dollars a year licensing the song.

The story behind those license fees may reveal insights about the rumored plans of Wizards of the Coast to take a cut from publishers selling D&D-compatible products.

Both the words and tune to “Happy Birthday” date to the 19th century, and they appeared in print together in 1911, so their copyright probably expired long ago. In 2010, a law professor researched the song and concluded that it almost certainly had already left copyright. Meanwhile, Warner made sketchy claims that their copyright held and collected $5,000 a day, year after year. Those paying for a license surely knew that Warner’s copyright claims might die in court, but why suffer the expense battling a media giant with $2 million a year at stake just to save something like the $5,000 license fee the movie Hoop Dreams paid to include the song. Paying for a license proved safer. Warner’s plans would have kept them collecting license fees until 2030 if not for a meddling documentary filmmaker who raised money to take Goliath to court.

How does this story parallel Wizards of the Coast’s rumored bid to use a new Open Gaming License to collect license fees from those creating D&D-compatible content?

Most people using the OGL probably don’t need it to sell their creations.

In the 80s, Mayfair Games published a line of generic adventures and supplements compatible with AD&D. When the cover of Dwarves (1982) boasted a product “suitable for Advanced Dungeons & Dragons,” TSR sued. In Designers & Dragons, Shannon Appelcline writes, “Intellectual property law as related to games is an unsettled subject. The general understanding is that you can’t protect game mechanics, except with a patent. As a result, a game manufacturer’s primary protection against other people using its IP is a trademark. Other publishers can’t use trademarks—like Advanced Dungeons & Dragons—in a way that would cause ‘confusion’…but that didn’t limit their use entirely.” The suit ended in a lopsided settlement for Mayfair where the company gained a perpetual, royalty-free license to use the AD&D trademark with certain restrictions. Insiders say that TSR feared the legal precedent that would be set if Mayfair won.

Could a modern publisher sell a D&D-compatible product touted as “Suitable for use with Dungeons & Dragons?” The courts would have to decide, but signs point to yes. For a final answer, a publisher would need to risk a potentially ruinous legal entanglement with Hasbro.

Surely, much of the popularity of the 20-year-old OGL stems from a possibly misplaced sense that it offered D&D-compatible products free protection from any legal issues. The question of whether products needed the license or not seemed moot.

Still, most publishers of products suitable for D&D could probably skip any license. During the fourth-edition era, when most publishers avoided fourth edition and its restrictive Game System License, Goodman Games produced a line of “4E Compatible” adventures that omitted both the OGL and GSL.

For years, movie producers opted to pay for “Happy Birthday” despite dodgy copyright claims because a license fee offered a safe and predictable option. Although a 25% royalty on revenue over $750,000 may seem unaffordable, this would simply represent Wizards’ opening offer. The company has likely approached the big OGL publishers to negotiate better terms that won’t force anyone to court. Today, the rumored OGL 1.1 suggests that Wizards of the Coast may bet that publishers opt for the safer and perhaps cheaper option of simply paying for a license.

The 5 Unwritten Goals of the One D&D Rules Update

Six months before then D&D head Ray Winninger announced an new set of Dungeons & Dragons core books for 2024, I predicted the update. I based my prediction on a declaration from the D&D team, which made their top priority “making D&D as welcoming and inclusive as possible.”

To reach that goal, Tasha’s Cauldron of Everything featured a new way to distribute ability scores. “This option emphasizes that each person in the game is an individual with capabilities all their own.” New books portrayed “all the peoples of D&D in relatable ways, making it clear that they are as free as humans to decide who they are and what they do.”

But the 2014 core books still showed an outdated approach, so when the D&D team wrote, “Our priority is to make things right,” predicting new core books seemed easy. I wrote, “By the end of 2022, Wizards of the Coast will release a new version of the Player’s Handbook that revisits the old ability score adjustments in favor of the more flexible version.”

The rest of my prediction proved wrong, because I expected a speedy, modest update that simply added Tasha’s rules for ability scores and replaced some troublesome spells, class features, and so on with the improved versions already printed in newer books.

Wandering Troubadour by Rudy Siswanto

Given fifth edition’s continuing growth, such a careful update seemed sensible. New editions fuel a surge of sales as a game’s existing fans replace their books, but they also lose players who choose not to leave their game mastery and their investment in old books. The worst case of a new edition follows the path of fourth edition, where as much as half of the player base split to play Pathfinder, a game that felt more like D&D to its fans. Hypothetically, a disastrous One D&D release could strangle D&D’s burgeoning growth. In D&D management’s nightmare, Matt Mercer dislikes One D&D and opts to stream Critical Role games based on his own fifth edition offshoot called Mattfinder.

Nonetheless, the One D&D playtest packets suggest changes that resemble a new edition. What explains the bolder update that has players using the word “sixth,” even if no one on the D&D team dares?

Some gamers say a major update will sell more books, and that might be true for a replacement to a stagnant edition. A mature roleplaying game with shelves of rule expansions can intimidate potential players, because they feel like they could never catch up. A new edition feels more welcoming. But fifth edition avoided flooding game store shelves with new rules, opting for adventures and settings instead. Besides, the edition continues to gain players at an unprecedented rate.

Anyway, a careful refresh would have led millions of gamers to replace the books already on their shelves, vaulting a trio of D&D books to the top of Amazon’s bestseller lists. Such an update would skip One D&D’s 18-month playtest or any risk of slowing sales as some gamers spend 18 months avoiding purchases ahead of the new release.

Some gamers suspect that the designers aim to create a game that works better online. After all, One D&D includes a Digital Play Experience that “will be a virtual play space that allows Dungeon Masters to create truly immersive campaigns and players to enjoy a D&D experience where we offload a lot of the rules referencing.” Offloading “referencing” could mean nothing more than what players gain from D&D Beyond, but a virtual tabletop would probably add automation like attack buttons that roll to hit and total damage. A few playtest rules would prove easier to automate. For example, the Hide action simplifies sneaking to just a DC 15 Dexterity Check (Stealth). That rule’s programmer can take an early lunch.

Still, just as many playtest rules replace a rule easy for computers with one easier for humans. For example, the Special Speeds rule eliminates the math of mixing flying and climbing with regular movement. No computer struggles with the old math. The Jump action seems designed to free designer Jeremy Crawford from explaining how to include a jump in a Move action. Computers could handle the original rule effortlessly. I see no signs that the revision systematically favors play on a VTT. It systematically favors sparing Jeremy from answering the same damn questions about sneaking. Some changes match the game rules to the way players misunderstand the 2014 rules. This category includes changes like eliminating critical hits for attack spells and making Heroic Inspiration a re-roll.

Lead designer Jeremy Crawford says he keeps a list of pain points and sources of confusion in D&D. Likely the aggressive One D&D update stems from that list and similar lists from other designers. None of this makes the 2014 edition a bad game, but 8 years of play surfaces ample opportunities for improvement. Happily, based on the playtest, the designers’ lists match most of the pain points I would include in a list of my own—or in my 10 years of blog posts.

So just two playtest packets include improvements to exhaustion, dual-weapon fighting, Hunter’s Mark, Guidance, and much more. All these updates replace rules in the 2014 Player’s Handbook without breaking any of the game’s existing adventures or subsequent character options.

The One D&D team promises new core books compatible with the other fifth edition books. Second edition’s most important goal was “to make sure the game was still the one you knew and enjoyed,” and that goal applies to One D&D too. Still, if your definition of “compatible” means new classes and character features that equal the power of the 2014 versions, then One D&D will disappoint you. On average, One D&D characters and feats bring more power, but surely not as much power as some characters optimized for the 2014 rules. When I changed my human fighter with Great Weapon Fighter and Polearm Master to the playtest rules, his power plunged.

So, most of the playtest changes come from 4 goals, listed by importance from the essential number 1 to a number 4 that makes the D&D Sage’s life easier.

  • Make D&D as welcoming and inclusive as possible.
  • Keep One D&D compatible with existing adventures and new class options.
  • Fix pain points revealed by 8 years of play.
  • Avoid common questions and points of confusion prompted by the current rules.

The playtest rules show one more goal that I rate as the least important, but with One D&D opening the door to other, vital changes, the designers gain cover for working a fifth goal:

  • Adjust the game to the tastes of the current design team and how they read the tastes of D&D players

For example, the 2014 design team sought to make new characters as simple as possible. This returned to D&D’s 1974 roots. Now, the idea of pairing backgrounds with feats and mechanical benefits clearly enchants Jeremy Crawford. “I’m super excited about this whole approach that we’re taking with backgrounds,” he explains. “It’s all about building your character’s story and making certain meaningful game-mechanic choices that reflect the story you have in mind for your character.” Background-based feats appear in the playtest, but make no mistake, recent D&D products show that this change is already set.

Also, the 2014 design team felt comfortable making 1st-level characters as fragile as soap bubbles. After all, players have little investment in new characters. But today’s players more often lavish creative energy on the background and personality of characters, so the playtest offered a rule making new characters a bit harder to kill by preventing monsters from scoring critical hits. I suspect this critical hit rule tested poorly, so look for different tweaks that make new characters more durable.

I suspect the rules for awarding heroic inspiration on 5% of d20 rolls fits goal 5, although I’m unable to explain what the designers hope to achieve. Perhaps the inspiration rule takes us closer to a game where characters just show off their abilities on the way to easy success. Over 8 years, the design team has shown less and less appetite for letting characters fail.

Perhaps I could do without goal number 5, but the D&D team would say that if a change fails to match the tastes of D&D players, then playtest feedback will block it.

My 5 Biggest Game Mastering Blunders Ever and What I Learned

As a dungeon master, I’ll never stop making mistakes. Between the demands of the task and my own limitations, missteps will come and I try to forgive myself for them, and then learn from them. Looking back at all the games I’ve run, a few blunders stand out as the memories that my brain insists on fretting about late at night when I struggle to sleep. Most of these goofs came at conventions, where the strangers at the table added to my shame. At least the lessons from these five mistakes made me a better game master.

1. I meddle with a player’s character.

Very early in my journey as a dungeon master, the party scried the campaign’s villain, the anti-paladin twin-brother of a paladin in the group. (I pioneered connecting a characters’ backstories to the campaign in reckless ways that I would avoid now.) The anti-paladin had gained a wish and as the party watched, this blackguard wished that his brother could become just as good as him, meaning not good at all. All this seemed to make sense at the time. In my memory of the scene at the game table, I hear a record scratch. The paladin’s player stood and said, “No way. I won’t play that character. If you do that I quit.” So I improvised a reason to make the wish fail. Perhaps in the Gygaxian tradition of perverse, literal interpretation, the anti-paladin suddenly became good. Meanwhile, I learned that DMs can kill and curse characters, but their players still deserve creative control over their characters.

2. I arrive overconfident and under-prepared.

In 1984, my gaming interests had wandered from Advanced Dungeons & Dragons to other role-playing games. I was not an RPGA member then, but I had run an event of my own at Gen Con, landing me on the RPGA DM mailing list. Perhaps the RPGA found themselves pinched for judges, because they asked if I would run an RPGA slot, and I agreed. The RPGA sent a dot-matrix printing of the module that would reach stores as I11 Needle.

Needle for convention DMs

Needle for convention DMs

With the confidence of youth, I gave the adventure a quick read and assumed I could return to the AD&D rules after a couple of years away, and I expected to dazzle my players. The event failed to go as planned. As we played, I found myself scrambling to read the adventure ahead, and at the end, my players politely filled me on on the rules I’d forgotten. I got no complaints, so I cannot be certain that I left unhappy players, but thinking back on this event makes me cringe. I suspect that in a box in the Wizards of the Coast headquarters sits a file transferred from TSR that includes a permanent record of any poor feedback scores I received. I wish I could run that table over again and do it properly.

Whenever I sit down as a dungeon master, especially with strangers at a convention, I feel a keen responsibility to make them pleased they spent hours gaming with me. Every time I sit in the DM’s chair, I try to redo that table in 1984 and do it right.

3. I cut short a game instead of failing forward.

At Gen Con 1985, I brought no lack of confidence despite my 1984 misstep. Inspired by Fez, I created a tournament of my own, a three-round, science fiction roleplaying event. I wrote and adventure, previewed it for friends, and recruited some to help me as game masters. This listing from the event catalog describes my game.

HOMEBOUND: 2029
Description:
2000: Begin journey to Alpha Centauri. 2012: Communications w/ earth are cut short. 2015: Alien life is discovered on Alpha Centauri. 2029: You return to a vastly changed world.

No, my blunder was not my optimistic date of 2000 for interstellar travel. I imagined an economic boom fueled by cheap fusion power. Oops. At least we have social media.

Like Fez, Homebound mostly factored rules out of the adventure. The outcome of the players’ choices came from natural consequences rather than die rolls. But one puzzle proved so hard that no one solved it. Instead, every party found themselves captured by secret police in the train station. Steeped in the unforgiving roleplaying tournament style of the time, I saw the players’ failure as the end of the adventure. In my defense, decades later I would play in tournaments where falling rocks caused sudden TPKs. Better luck next year.

But my buddy Mike also ran tables, and he improvised an escape from the secret police. He let players fail forward. Guess what? His players had more fun. I still regret creating an adventure—even a tournament—that failed to put fun first.

4. I fail to warn a new player of a risk their character would understand.

Flashing forward a few years, I was running a science fiction campaign set on a colony planet cut off from civilization and fallen to ruin. Mike invited a friend who had played some D&D and relished the chance to revisit some monster bashing fun. Meanwhile, we were playing a more realistic and more lethal game using a version of Basic Roleplaying from Chaosium. The new player decided to ambush some guards, rolled a series of misses, and then died suddenly to returned fire. Our guest player felt enraged. “I just wanted to play a fun game, and you kill me just like that?” To the new player, his character’s death felt unreasonable and personal.

Setting aside the problem of matching the game to expectations, I should never have let him take a substantial risk without explaining the danger. This became the third of my Four Unwritten Rules No Dungeon Master Should Break.

5. I fail to consider my players’ emotional reactions.

Not all my mistakes come from thirty years in the past. I still learn. In 2019, I ran Blood on the Moors multiple times for the Adventurers League at the Origins convention. Players filled out feedback forms and weeks later I got rating scores. To my dismay, I scored lower than I usually do. Where did I go wrong? I only have theories, but I know a mistake I made.

D&D play at Origins 2016 with the D&D Experience in the balcony

Blood on the Moors works as a creepy adventure where players enter a dungeon and hear unsettling voices in their heads. “The characters should occasionally hear whispers they can’t block, geared to their vulnerabilities. If they have lost someone, perhaps they are whispering about their loneliness. If they did not want to descend into the darkness, perhaps the whispers are about being lost and forgotten.”

The adventure succeeds at setting a disquieting mood, and although my draft lacked a content content warning, the published version includes one. “This adventure contains themes of abandonment, grief, mental illness, and mind control. Player discretion is advised.”

I should have started the adventure by advising players of the the troubling aspects, gotten feedback on whether I should voice the whispers or just summarize the mood, and then given ways players could tell me to skip past any uncomfortable bits during play. Instead, I performed the voices.

I don’t know that my voices ruined anyone’s fun, maybe other mistakes led to my poor scores. But I know I would never run a similar adventure without taking steps to ensure every player feels comfortable.

Later, when I received my scores for Gen Con, I saw a big increase and never felt so much performance anxiety lifted.

Use a White Paint Pen to Label Miniatures

I suspect most folks organize their miniatures by category. Teos “Alphastream” Abadia explains this approach, along with recommendations for storage options. I organize by set, and then use a resource like MinisCollector to find the figures I need. But unlike the older Wizards of the Coast miniatures, the newer WizKids miniatures lack any label that reveals their set. To help organize these figures, I write the set’s initials on the bases using a white, fine-tipped Sharpie paint pen.

Bonus tips: Use a white paint pen to label your wall-wart power blocks so you know what device they power. Also, if you become a famous artist and need to sign your glossy prints, the paint pen works beautifully.

D&D‘s Ongoing Updates and How a Priority Could Lead to New Core Books

The prior edition of Dungeons & Dragons, its fourth, welcomed too many players with a feel-bad moment. Eager new players would join a table with a character built from their new copy of their Player’s Handbook and learn the character was unplayable—full of errors created by fourth edition’s errata. The potential message: Your character is bad and you can’t use the book you just bought without embarrassing yourself.

The fourth-edition team strived to get rules right the first time, but they faced a relentless publishing schedule focused on releasing as many hardcovers as the market would bear, all packed with character options. To fix the inevitable missteps, the designers relied on players able to download errata. The game’s business strategy centered on online subscriptions to D&D Insider, so the finished rules existed on the internet, while the books attracted completists and folks who enjoyed reading the latest D&D lore from a comfy chair.

For fifth edition, the D&D team completely reverses this strategy, striving to avoid any changes that contradict text in print. In newer printings, wording gets an occasional change for clarity, but the game’s mechanics remain virtually unchanged. Surely this stability accounts for a measure of the newest edition’s success in winning new players.

To perfect new content before it reaches print, the D&D team relies on a slower release schedule and on letting players preview and test new game elements as Unearthed Arcana. Only the rare overpowered features that prove game breaking get tweaks. While the D&D team avoids errata, they feel comfortable assuming that players and dungeon masters can ignore feats, spells, and archetypes that don’t suit their game. If we find some spells annoying, then we can skip them.

Still, the D&D designers see the game’s flaws. The 12th printing of the fifth-edition Player’s Handbook includes some corrections. On rare occasions, the designers feel compelled to make functional changes to printed rules. For example, errata to Xanathar’s Guide to Everything changes the healing spirit spell from game altering to adequate.

Newer D&D books give the D&D team chances to improve on the Player’s Handbook without actually invalidating anything. Mainly the new books offer options that improve on the original versions. Players can still opt for the original, but the newer alternatives rank as stronger, easier, or just as a more flavorful realization of an archetype. So Xanathar’s Guide To Everything revisits the rules for downtime with a more evolved take, and Tasha’s Cauldon of Everything includes new beast master companions that strengthen the ranger archetype.

During the typical edition cycle of a roleplaying game, years of play expose flaws, while new supplements build a complexity that rewards obsessed players while deterring newcomers. But the D&D team’s careful release strategy has let the game attract new players when most RPGs—including past D&D editions—introduce a new edition. The rules foundation of fifth edition remains strong enough that even an enthusiast like me just names a couple of feats as the worst thing in the game. New editions fuel a surge of sales as a game’s existing fans replace their books, but they also lose players who choose not to leave their experience and old books behind.

Given the success of fifth edition, I suspect the D&D team would feel content keeping the lightly-edited Player’s Handbook in print for years to come. However, I predict that one change in emphasis will lead to a quicker revision. In an article on diversity, the team writes that in the six years since fifth edition’s release “making D&D as welcoming and inclusive as possible has moved to the forefront of our priorities.”

This new emphasis shows in Tasha’s Cauldon of Everything and the book’s options for customizing characters.

The original, 1974 D&D game avoided linking ability scores to a character’s race. Nearly 5 years later the game’s Advanced version added ability score penalties and bonuses for elves, dwarves, halflings, and half orcs. This change reinforced fantasy archetypes, but it also limited player freedom to create capable characters who defy stereotypes. Also, for many, such adjustments raise troubling reminders of how real ethnic groups can suffer from racist stereotypes that paint people as lacking certain aptitudes. Sure, elves, dwarves, and half-orcs are imaginary species, but they become relatable reflections of us in the game world. After all, imaginary halflings, I mean hobbits, just started as Tolkien’s stand-ins for ordinary folks.

Tasha’s Cauldon of Everything offers an alternative to ability score modifiers. “If you’d like your character to follow their own path, you may ignore your Ability Score Increase trait and assign ability score increases tailored to your character.” In a post previewing the change, the D&D team writes, “This option emphasizes that each person in the game is an individual with capabilities all their own.”

The old approach to races in the Player’s Handbook hinders the book as a welcome to D&D. I predict that by the end of 2022, Wizards of the Coast will release of new version of the Player’s Handbook that revisits the old ability score adjustments in favor of the more flexible version. To be clear, this will not represent a 6th edition, but merely a better welcome to the existing game. That book will join revised versions of the other core books by swapping some of the original elements of the edition with the improved alternatives that appeared in more recent books. Meanwhile, the revisited Monster Manual will make some of our more fearsome reflections in the game world clearly “as free as humans to decide who they are and what they do.” After all, isn’t that freedom to decide a lot of the reason we love D&D?

Related: 3 Posts that Need Updates Thanks to Tasha’s Cauldron of Everything

Paladins, Barbarians, and Other Classes Once Balanced by Rules of Behavior

Early in the history of Dungeons & Dragons, the game’s creators made classes that rewarded strict rules of behavior with extra power. For instance, a player taking the challenge of playing a chivalrous cavalier always fought fairly, but also gained a bonus to attack with sword and lance.

Arguably, cleric stands as the first class limited by rules of behavior. Some holy men in history attempted to straddle the gulf between peaceful servant of god and spilling the blood of enemies by opting to bash their foes’ skulls while claiming not to spill blood. Based on that lore, original D&D required clerics to choose not to wield edged weapons or arrows. Back then, all weapons dealt 1d6 damage, so this limit only counted as a disadvantage because the treasure tables made magic swords 20 times more common than non-edged weapons.

Former Wizards of the Coast head Peter Adkison shepherded D&D’s third edition design. He wanted to purge “restrictions that did a good job of reinforcing play balance but still didn’t make sense.” Why would a cleric devoted to Apollo the Archer refuse a bow? For third edition, D&D’s designers replaced the rule that prevented clerics from using swords with a proficiency system that made swords a poor option. Modern D&D follows the same pattern, but it still includes a class that requires characters who choose to limit themselves. More on that at the end.

With D&D’s first Greyhawk supplement, Dungeons & Dragons co-creator Gary Gygax started adding classes that clearly balanced extra power with limitations that required certain behavior. Paladins started as a version of fighter who always acted lawfully. (D&D lacked good and evil alignments then.) “Any chaotic act will immediately revoke the status of paladin, and it can never be regained.” The paladin’s generosity required the class to give away inessential magic items and other loot. “Gifts must be to the poor or to charitable or religious institutions, i.e. not to some other character played in the game.”

The first editor of The Dragon, Tim Kask, wrote, “It was so rigid a PC class; that smacks of Gary’s fiendish wit. Make a character truly extraordinary and make it really tough to play in terms of always having to do the ‘right’ thing, ALWAYS.”

By the Unearthed Arcana book for Advanced Dungeons & Dragons, many classes offset power with a roleplaying catch. “Barbarians in general detest magic and those who use it. They will often seek to destroy magic items.”

Gygax knew this created a recipe for party conflict and embraced it. “When I played a barbarian, I would indeed attempt to get at newly discovered magic items and rid the world of their bane, and if some mage was foolish enough to flaunt such an object before the character, and he could lay hands on it, then…” When a monster turned Gygax’s barbarian to stone, it ended the character’s career. “No cleric or mage in the group was much interested in having the poor chap returned to life.”

In most games, players saw such restrictions as problems to solve with ingenuity. Part of the paladin’s reputation for lawful stupid comes from all the do-gooders conned into leaving the room when the thief wanted to question or kill prisoners. And how many barbarian players opted for characters just stupid enough to fail to realize that their +2 sword and cloak of protection happened to be magical? Sample dialog: “Tan-kor, you should wear this cloak we found because it, um, matches your eyes.”

Second edition introduced class kits that made characters more distinctive and powerful, often in exchange for behavior restrictions. For instance, the bladesinger from the Complete Book of Elves ranked as one of the most powerful kits. The catch: Having to protect elves whenever the opportunity comes. Players got a boost for simply committing to bite on a certain sort of adventure hook. A more onerous code weighed cavaliers, who always had to fight fairly and chivalrously. So if a cavalier’s foe slips off a cliff and hangs by the edge, the cavalier must help the foe up before resuming the fight.

Such restrictions only worked in campaigns where every player valued roleplaying. In a mix of actors and power gamers, behavior limits cause friction—even when the code doesn’t require destroying magic items. Players who value immersing into character grow annoyed by the players who just look for loopholes in codes of conduct. Dungeon masters dislike the role of mandating or penalizing behavior that ignores the hindrances built into a character kit.

By third edition, the D&D team mostly dropped roleplaying limits from the class-design toolbox.

Still, one code of conduct remains in the modern druid class. The fifth edition Sage Advice Compendium explains, “Druids don’t lack the ability to wear metal armor. They choose not to wear it. This choice is part of their identity as a mystical order. Think of it in these terms: a vegetarian can eat meat, but chooses not to.” This restriction brings enough teeth for class balance while proving clear enough to defy most players seeking loopholes.

Related: 4 Ways D&D’s Creators Tried and Failed to Balance Classes

TSR vs. the Internet Part 2—From They Sue Regularly to Open Gaming

In 1994 TSR, the publisher of Dungeons & Dragons, struck two blows aimed at containing fan-created D&D content on the Internet. (See TSR Declares War on the Internet’s D&D Fans.)

First, administrators running servers offering D&D content received email from TSR representative Rob Repp. “On behalf of TSR, Inc. I ask that you examine your public net sites at this time and remove any material which infringes on TSR copyrights.” Because universities hosted most of these sites, the notices led to a quick wave of shutdowns.

Second, TSR insisted that fans who wished to distribute their D&D creations exclusively use a server run by their licensee MPGNet. Fans hated that loss of control, but the real blow came from a disclaimer that TSR demanded fans add to their content.

This item incorporates or is based on or derived from copyrighted material
of TSR, Inc. and may contain trademarks of TSR. The item is made available
by MPGNet under license from TSR, but is not authorized or endorsed by
TSR. The item is for personal use only and may not be published or
distributed except through MPGNet or TSR.

The last line seemed to imply that TSR gained the right to publish or distribute independent creations, and that proved most alarming. “This statement looks more like a release of distribution rights than a disclaimer,” wrote Jim Vassilakos.

Sean K. Reynolds would soon become TSR’s online coordinator. In an interview, he explains the roots of TSR’s online policy. “They came up with the idea that if you express something in D&D format, it belongs to TSR because TSR owns D&D.“

Jim Vassilakos took the full force of TSR’s legal assault. He edited The Guildsman, a roleplaying fanzine with D&D-related content, and then he distributed it online from a server named greyhawk at Stanford University.

Before legal notices forced the Stanford server to shut down, TSR’s affiliate MPGNet had copied the Guildsman archive, transferred it to their servers, and added the disclaimer, all without permission. This led Vassilakos to write MPGNet head Rob Miracle.

“You (MPGN and TSR) have basically taken a vast quantity of material from Greyhawk, including the six Guildsman magazines which total over 400 printed pages, and proclaimed yourselves as the sole distributor of this material. I think that, given this situation, you should be able to see clearly enough why people are upset at this unexpected turn of events. In any case, my contributors are telling me that they’d prefer that their material not be kept at MPGN under this sort of condition.”

Rob Miracle wrote a conciliatory response. “First, let me say that we took over Greyhawk so that it wouldn’t die. We had lost other great sites and didn’t want to lose probably the best site. I will do whatever you wish, because they are your files. Just let me know.”

Of course this dispute just samples the furor raging in the Internet’s community of D&D fans. Fueled by distrust of TSR, people considered ways the company could benefit from seizing control of so much online content.

Many creators feared that TSR would bundle their creations in a CD-ROM or start charging for online access. Did the disclaimer enable the company to reap profits without paying anyone for their work? The more conspiracy-minded worried that TSR would simply gather content and pull the plug, eliminating a source of competition. Certainly some folks sought free and illegal online copies of D&D products. The crackdown made such sources harder to hide.

TSR claimed good intentions. “I can tell you that the intent we had when we started working with MPGNet was not to derive revenue from that site,” Rob Repp wrote. “I find it unlikely in the extreme that a company with as sharp a legal team as ours is going to simply grab someone’s stuff and publish it without permission. I don’t think that’s lawful, and I’m certain the legal people would mention it during some meeting or other.”

Rob Miracle explained, “MPGNet has nothing to gain from offering this service other than the satisfaction that there is a net home for gaming material.”

Meanwhile, many wondered if TSR really needed to take such steps to defend their intellectual property. Some fans did extensive legal research. TSR cited drow as a monster of their own creation. Gary took the name from folklore, but few of the specifics. (See The Stories Behind D&D’s Iconic Monsters.) So did TSR own the drow? Perhaps not, but they surely owned mind flayers, beholders, carrion crawlers and other monsters Wizards of the Coast now reserves as D&D’s product identity. TSR couldn’t copyright game mechanics, but could they copyright terms like armor class and hit dice? TSR felt their steps were required.

Many gamers saw TSR’s defense of their copyrights and trademarks as overreaching. If fans saw it, then TSRs lawyers saw it too, and fans supposed that revealed a bad-faith strategy working toward a hidden agenda. Benjamin Lake wrote, “Imagine how much cash TSR would have if every copy of Ultima (for example) was taxed for using the concept of levels and experience points.”

Perhaps Rob Miracle began regretting his company’s affiliation. “There is no conspiracy. MPGNet has no hidden agendas and as far as we know, TSR does not have a hidden agenda.”

During the furor, one fan asked, “Does TSR regard it as illegal to play AD&D with a dozen or so people over the Net, as opposed to playing it with a dozen or so people in my living room?”

“We certainly do not,” Repp explained before adding a catch. “Saving up all the moves, however, and republishing them as a separate work would probably be an infringement.” Such a recounting of a D&D game resembles an actual play podcast or even a streaming game. This interpretation would forbid the content powering much of D&D’s current surge in popularity.

Rob Repp got tired of bearing the Internet backlash, and tired of fans pointing out how TSR fought copyright infringement now, but had used balrogs and hobbits without permission 20 years earlier when the company operated from Gary’s basement. Sean K. Reynolds explained Repp’s plight. “To put it bluntly, he pissed off a lot of people with his attitude and posts. Not all of it was his fault. TSR’s online policy was draconian and unproductive. Rob was just tasked with enforcing it, but not being a gamer he couldn’t relate to the fans’ side of the story.”

In May 1995, Repp posted to the AD&D mailing list announcing a job opening for an online coordinator at TSR. The job’s responsibilities included managing TSR’s web presence and AOL site. Reynolds saw the listing. “I felt I could do a better job of it than he was; he was making people mad when he didn’t have to.”

Reynolds got the job. Two days later, Repp quit. Reynolds landed in charge of the online policy that he had argued against. “My first act was to go to the lawyer and say, ‘What can we do about this? We have this policy. I think it’s kind of unreasonable—actually very unreasonable.’ We stopped doing the cease-and-desist letters threatening people posting their own monsters or whatever, and started focusing on people doing actual copyright infringement. Without actually changing the TSR policy, we just kind of mitigated our enforcement of the policy.”

Reynolds served as online coordinator for 2 years. “A lot of people badmouthed me for a long time because of that policy, but while I was TSR’s online coordinator not one website was shut down for D&D material that wasn’t an actual copyright violation (such as posting scans of books or artwork). Nobody was ever bothered by me because of fan material on their site.” In 1997, Wizards of the Coast bought TSR. “They had a much more benign and open idea of how to handle this sort of thing.“

The new owners of D&D would completely rethink the status of fan creations. D&D team head Ryan Dancey led this change of direction. He credits open source software for inspiring the change. In open source, programmers contribute free code that enhances the utility of software like Linux, the operating system that now powers the Internet. Through open source, the Internet community proved the value of their freely-distributed creations.

Dancey saw fan contributions as an enhancement to the D&D community that strengthened the game’s place in the market. Support from fans and other companies for D&D leads more people to play D&D. Dancey writes, “This is a feedback cycle—the more effective the support is, the more people play D&D. The more people play D&D, the more effective the support is.” Besides, the numbers showed that the D&D business made money selling core books. Why not let fans and other companies bear some weight of supporting the game with low-profit adventures, settings, and other add-ons?

Dancey’s thinking led to the introduction of the Open Gaming License and the d20 License. Using these licenses gamers and gaming companies could create and distribute products compatible with the D&D rules, and not just on the internet, but in stores.

At a glance, this new spirit of sharing seems like a complete reversal, but TSR’s disclaimer that allowed sharing on MPGnet hints at the modern licenses. Like the OGL license, the old disclaimer set a legal basis for sharing content. Unlike the disclaimer though, the OGL is irrevocable. If you place content under that license, it is perpetually under it. This leaves little room for a hidden agenda. In an echo of MPGNet, gamers can offer creations that use D&D’s brand, unique monsters, and worlds on a specific site, the Dungeon Masters Guild. This time though, gamers can sell their products. And presumably the DMs guild has an Internet link even faster than 1.5Mbps.

Related:
The Threat that Nearly Killed Dungeons & Dragons—Twice
The Media Furor that Introduced the “Bizarre Intellectual Game” of Dungeons & Dragons to America

5 Ways Magic the Gathering Changed the Rules of D&D

Magic the Gathering designer Richard Garfield rates Dungeons & Dragons as the most innovative game of all time. Nonetheless, in any ranking of influential games, Magic’s revolutionary design surely vies for a top spot. You might suppose that a card game like Magic would differ too much from a roleplaying game to have any influence on D&D’s rules, but Magic’s design shaped the D&D editions to follow. Today, innovations from Magic extend to the roots of fifth-edition D&D.

5. Templated text changed how rules get written—and the 3rd-edition design team.

When Magic’s designers faced the problem of bringing order to countless cards, they used templated text: they described similar game rules with consistent wording imposed by fill-in-the-blank templates. Today, the patterns of templated text appear throughout modern D&D’s rules.
But the move to templated text also lifted a D&D-outsider to lead the game’s third-edition team. Ben Riggs tells this story in a convention seminar.

Early in the development of third-edition D&D, Wizards of the Coast purchased TSR. Skaff Elias had served as a designer on several early Magic sets and ranked as Senior Vice President of Research and Development. Skaff felt that the upcoming D&D edition could fix “sloppiness in the rules” by using templated text. Skaff and Wizard’s CEO Peter Adkison told the D&D design team to switch the spell descriptions to templated text, but the team kept resisting his directives.

Eventually, the D&D team readied the release of a playtest document that still lacked templated text. They claimed rewriting all the spell descriptions according to formula would prove impossible because hundreds of spells would need templating in 48 hours to meet their delivery deadline. Nonetheless, Adkison and Skaff took the challenge themselves, working through the night to rewrite the spells and meet the deadline. Even after that heroic effort, the rules document that reached playtesters lacked the templated descriptions from the CEO and the Design VP. The design team had simply ignored their bosses’ hard work.

The failure infuriated Adkison. He lifted Jonathan Tweet to the head of the third-edition team. Designer Monte Cook remembers Adkison’s new directive: “If Jonathan says something it’s as though I said it.” Unlike the TSR veterans on the rest of the team, Tweet had started his career by designing the indie roleplaying game Ars Magica and the experimental Over the Edge. As a member of the D&D team, he convinced the team to adopt some of the more daring changes in the new edition.

4. Keywords now get careful use throughout the rules.

Much like Magic, D&D uses keywords to describe many elements in the game. Often the keywords bring few rules of their own, but other things in the game interact with the keywords. So Magic has no rules specifically for “white” or “green,” but cards with “protection from white” work in a special way.

In D&D, conditions like “charmed,” creature types like “beast,” and descriptors like “melee” work as keywords. Such keywords power templated descriptions like, “While charmed by this spell, the creature is…” and, “The next time you hit a creature with a melee weapon attack…” In early editions of D&D some words got treatment that resembled keywords. But before Magic proved the technique’s power, keywords in D&D hardly saw the pervasive, rigorous treatment they do now.

3. Specific beats general came from Magic, but started in a hugely-influential board game nearly as old as D&D.

In Magic, the text on any card can change the rules of the game, so a card like Platinum Angel can say, “You can’t lose the game and your opponents can’t win the game.” Among traditional games where all the rules fit on the underside of a box lid or in a slim pamphlet, this made Magic revolutionary. The original Magic rules explain, “If a card contradicts the rules, the card takes precedence.” In other words, specific beats general. Similarly, page 3 of the Player’s Handbook explains how when a game element breaks the general rules in some way, it creates an exception to how the rest of the game works.

Earlier editions of D&D included game elements that broke general rules, but the unwritten principle left new players to struggle with the apparent inconsistencies. Judging by how frequently D&D lead Jeremy Crawford restates the principle, players still struggle with it.

The principle of specific beats general dates to the revolutionary 1977 game that inspired Magic the Gathering and countless others. Bored with the familiar patterns of their Risk games, the designers of Cosmic Encounter wanted a game where every play felt different from the last. In Cosmic Encounter, each player controls a different alien species able to break the general rules of the game in some specific way. With more than 150 rule-breaking alien species in the game and its expansions, Cosmic Encounter offers endless, disruptive combinations.

2. With more reliance on rulings, D&D does less to separate flavor from rules.

Magic the Gathering cards typically fill any space left after their rules text with italicized flavor text. So, Platinum Angel might say, “She is the apex of the artificer’s craft, the spirit of the divine called out of base metal.” Other Platinum Angels share the same rules, but different flavor text.

Traditionally, D&D mingled rules and flavor text, but fourth edition fully adopted such separation. The power descriptions even duplicate the practice of putting flavor in italics. This practice fit fourth edition, which defined combat powers as tightly as cards. The designers aspired to create a game where flavor never bent the rules, so a DM never needed to decide if, for example, you can take ongoing damage from cold and fire at the same time.

In fifth edition, the separation mainly appears in the monster books, where rules appear in formal boxes while flavor comes between the rectangles.

1. Reactions came from Magic’s instants and interrupts by way of D&D miniatures.

In Magic the Gathering, players can act at any time, stopping another player with cards originally called interrupts. The constant activity helps make the game so compelling, but it forced the designers to develop rules to make sense of the actions and reactions.

In early editions of D&D, players might interrupt another turn for an improvised action, but such acts needed a DM’s ruling. By third edition these actions counted as free and still mainly relied on a DM. Counterspells used the system’s only means of interrupting—the readied action.

When Wizards planned a line of D&D miniatures in 2003, the company aimed to expand sales beyond roleplayers to gamers who favored competitive wargaming. The Miniatures Handbook turned third edition’s combat rules into “a head-to-head skirmish system for fighting fast, tactical battles.” The book’s authors included D&D designers Jonathan Tweet and Rob Heinsoo along with Magic designers Skaff Elias and Mike Donais. The new miniatures would come boxed in randomized assortments complete with cards describing rules for each figure, so in ways, the package resembled Magic. The competitive skirmish game could no longer rely on a DM’s rulings to resolve interruptions, but the team wanted some of the richer play suggested by a game like Magic.

The design collaboration worked. Elias and Donais brought experience from a competitive game with strict rules for timing interrupts and reactions. “While designing Miniatures Handbook, we realized that free actions hid a potential smorgasbord of cool new mechanics,” wrote designer Bruce R. Cordell. “We subdivided the free actions into immediate actions (a free action you can take when it isn’t your turn), and swift actions (a free action you can take when it’s your turn).”

Swift and immediate actions entered the D&D roleplaying game through Cordell’s Expanded Psionics Handbook (2004). “The concept that swift and immediate actions could serve as one more resource available to a player opened up new vistas of possibility, expanding options in the game.”

In fifth edition, swift and immediate actions evolve into bonus actions and reactions.

10 Things in Pathfinder Second Edition I Like (and 1 I Don’t)

In 2008, Paizo sent designer Jason Buhlman to the Winter Fantasy convention to sample the upcoming fourth edition of Dungeons & Dragons and report on the game. Paizo founder Lisa Stevens recalls the outcome. “From the moment that 4th Edition had been announced, we had trepidations about many of the changes we were hearing about. Jason’s report confirmed our fears—4th Edition didn’t look like the system we wanted to make products for. Whether a license for 4E was forthcoming or not, we were going to create our own game system based on the 3.5 System Reference Document: The Pathfinder Roleplaying Game.” See The Unintended Consequence That Ruined Fourth Edition D&D’s Chance of Success, But Proved Great for Gamers.

While fourth edition featured a bold new design aimed at saving D&D, Pathfinder became an alternative that refined D&D’s 3.5 edition. For a time, sales of Pathfinder rivaled D&D. But after nearly 10 years, Pathfinder needed an update. So in August 2019, Paizo released a second edition. In a post, lead designer Jason Buhlman named the update’s number one goal: “Create a new edition of Pathfinder that’s much simpler to learn and play—a core system that’s easy to grasp but expandable—while remaining true to the spirit of what makes Pathfinder great: customization, flexibility of story, and rules that reward those who take the time to master them.” Even new, Pathfinder 2 offers more character options than fifth edition.

On reading the new rules and playing a short introduction, I can share 10 things I like in the new game, and 1 thing I don’t’.

1. “Ancestry” instead of “race.” In the The Hobbit, Tolkien calls hobbits a race, and started the custom of referring to elves, dwarves, and other fantastic kin to humans as races. But the term “race” has a common meaning different from the game meaning, which leads to confusion. Referring to even imaginary “races” as intrinsically talented, virtuous, or corrupt feels unsavory at best. “Species” makes a more accurate term, but its scientific flavor makes it jarring in fantasy. Pathfinder replaces “race” with the more agreeable term of “ancestry.” Unless Wizards of the Coast resists an innovation “not invented here,” expect to see “ancestry” in some future sixth edition.

2. Fewer action types. The Pathfinder team saw new players stumble over the original game’s zoo of swift, immediate, move, and standard actions. In a bid to simplify, this second edition consolidates the action types into a system that gives characters 3 actions and 1 reaction per turn. This means even new characters can attempt 3 attacks per turn, although the second strike suffers a -5 penalty and the third a -10 penalty. In practice, only more proficient attackers will land extra attacks. Most spells require 2 actions to cast. When I played a Pathfinder 2 demo, its simpler actions proved very playable, even elegant.

In a related refinement, Pathfinder adds clarity by calling a single attack a strike. This avoids the confusion that the D&D rules sometimes cause by using the same word for an attack and for an attack action that can include multiple attacks.

3. Animal companions level up. To many D&D players, animal companions offer a special appeal, but the game’s support for pets remains shaky. Pathfinder devotes an entire section to animal companions and familiars, showing pets the attention they deserve. Rather than keeping animal companions close to their natural abilities, pets improve in lockstep as characters level, making them capable of staying alive and relevant.

4. A manageable encumbrance system. D&D measures encumbrance by pound. While this system seems to add complicated bookkeeping, it proves simple in play because everyone ignores it. Pathfinder measures encumbrance by Bulk, a value representing an item’s size, weight, and general awkwardness. You can carry Bulk equal to 5 plus your strength bonus. Bulk streamlines encumbrance enough to make tracking playable. (Plus, the system charms the grognard in me by recalling a similar rule in Runequest (1978) that tracked encumbrance by “Things.”)

5. User-friendly books. Paizo devoted extra attention to making the core rulebook into an easy reference. For instance, the book includes bleed tabs, and I love them. These bleed tabs don’t show how to play a metal song on guitar; they make finding chapters easy. Unlike typical tabs that jut from the page, bleed tabs show as printed labels on the page that go to the edge and appear as bands of color. The book combines an index and glossary into a section that defines game terms, and also leads readers to pages containing more information. Every game rulebook should include these features.

6. Degrees of success. Roleplaying games often include core mechanics that determine degrees of success or failure, but D&D only offers one extra degree: a 5% chance of a critical on attack rolls. The Pathfinder 2 system delivers a critical success on a 20 and a critical failure on a 1. Also, a check that exceeds the DC by 10 or more brings a critical success and a check 10 or more less than the DC brings critical failure. Pathfinder avoids the punishing effects that make some fumble systems too swingy. For instance, a critical failure on a strike just counts as a miss. Sorry, no fumble tables that lead characters to put their eye out. Where natural, fumbles and criticals affect spell saves. For example, a successful save against Gust of Wind lets you stand your ground, and a critical save leaves you unaffected.

7. The Incapacitation trait of spells. Save-or-die spells have proved troublesome in high-level D&D play. Campaigns that build to an epic clash with a fearsome dragon instead end with the beast helpless in a force cage and stabbed to death in a dreary series of damage rolls. Pathfinder gives spells like Force Cage and Banishment the Incapacitation trait. Creatures twice or more the level of the spell typically need to fumble their save to fall under its effect. To me, this beats D&D’s solution to the same problem, legendary resistance.

8. Character customization without decision paralysis. Fourth edition D&D focused on offering players vast numbers of character options. Players uninterested in the solitary hobby of character tinkering soon found the options overwhelming. For my characters, I turned to the Internet to find character optimizers who sifted through countless options and helped me choose. Pathfinder aims to give players room for character customization without forcing a bewildering number of choices. The system works by presenting character options as feats. At each level, players make selections from small menus of feats. Even first level characters of the same class can play differently, and they grow more distinct as they advance.

9. Skill DCs replace passive checks. Pathfinder dispenses with passive perception and passive insight in favor of Skill DCs, “When someone or something tests your skill, they attempt a check against your skill DC, which is equal to 10 plus your skill modifiers.” Often skill DCs work just like passive abilities, like when a stealthy character attempts to beat someone’s perception score. In the most common use of skill DCs, a sneaking creature would roll against a character’s perception skill DC.

Without passive perception, a game master must roll secret perception checks to learn if exploring characters spot traps. Passive perception aims to eliminate such die rolls, but I consider rolls to find hidden traps useful. Without a roll, DMs just compare set DCs verses passive scores. DMs who know their players’ scores decide in advance what traps get found, with no luck of the roll to make the game surprising. Skill DCs also replace opposed ability checks—a second core mechanic with skewed odds that clutters the D&D rules.

10. Limited opportunity attacks. To encourage more movement in combat, Pathfinder 2 limits the characters and creatures capable of making opportunity attacks. At first level, only fighters start with the capability. Opportunity attacks mainly existed to help front-line characters protect the unarmored magic users in the back, but D&D and Pathfinder make once-fragile character types more robust now. Opportunity attacks make sense as a fighter specialty, especially if that encourages more dynamic battles.

That makes 10 things I like. What do I dislike?

Pathfinder 2 features a proficiency system that leads to the sort of double-digit bonuses that D&D players last saw in fourth edition.

In trained skills, every Pathfinder 2 character gets a bonus equal to at least 2 plus their level. This steady advance makes characters feel more capable as they level and rewards players with a sense of accomplishment as their characters improve. “The best part about proficiencies is the way they push the boundaries for non-magical characters, particularly those with a legendary rank,” writes designer Mark Seifter. “Masters and especially legends break all those rules. Want your fighter to leap 20 feet straight up and smash a chimera down to the ground? You can do that (eventually)!”

As in fourth edition, Pathfinder game masters can justify the sky-high DCs needed to challenge high-level characters by describing obstacles of legendary proportions. At first level, the rogue must climb a rough dungeon wall; by 20th level, she must climb a glass-smooth wall covered in wet slime—in an earthquake. At first level, you must negotiate with the mayor; by twentieth level, he’s king. And you killed his dog.

At least as often as fourth-edition dungeon masters flavored higher DCs as bigger challenges, they just paired routine challenges with higher numbers. That tendency leads to the downside of such steep increases in proficiency. In practice, characters usually just advance to face higher and higher numbers for the same challenges. In fourth edition, a steady rise in attack bonuses and armor classes meant that monsters only made suitable challenges for a narrow band of levels. This may also apply to Pathfinder 2.

I favor fifth edition’s bounded accuracy over the steep increases in proficiency bonuses featured in Pathfinder 2. For more, see Two Problems that Provoked Bounded Accuracy.

Aside from these 11 things, how does Pathfinder differ from its sibling Dungeons & Dragons?

Gamers often describe Pathfinder as more crunchy—more rules heavy—than fifth edition. After all, the core rulebook spans 638 pages! But that book includes content that D&D splits between the Player’s Handbook and Dungeon Master’s Guide, and those books include almost exactly the same number of pages. In some ways, Pathfinder proves simpler. For instance, its system actions and reactions simplifies D&D’s action types. Still, Pathfinder devotes more crunch to describing outcomes and conditions. For example, in D&D, characters make a Strength (Athletics) check to climb, but the DM gets no help determining the outcome of a failure. Pathfinder describes outcomes: A climb failure stops movement; a critical failure leads to a fall. D&D describes 14 conditions; Pathfinder describes 42.

Without playing more Pathfinder 2, I feel unready to label this post as a review. Nonetheless, I like most of what I see and I’m eager to play the game more.