Category Archives: Role-playing game design

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But the 2014 core books still showed an outdated approach, so when the D&D team wrote, “Our priority is to make things right,” predicting new core books seemed easy.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.

The One D&D Playtest: Big and Small Surprises and Why I Like the Controversial Critical Hit Rule

Fifth edition Dungeons & Dragons started as a game with a strong foundation, strong enough that when I imagined changes that would best improve the game, I just wished for replacements for the annoying spells, overpowered feats, and toothless monsters—the game’s features atop the foundation.

The D&D team agrees. “We did a smart thing with fifth edition by listening to the fans and what came out of that process was a system that is stable, that is well loved, that incorporates the best elements of earlier editions.” Designer Chris Perkins says. “Now that we have that, we are no longer in a position where we think of D&D as an edition. It’s just D&D.”

The D&D team started fixing trouble spots years ago. For example, newer books like Xanathar’s Guide To Everything revisits the rules for downtime with a more evolved take. Tasha’s Cauldon of Everything includes the most updates, with a new way to assign ability score bonuses, alternatives to game-stopping summoning spells, and new beast master companions that strengthen the ranger archetype. The changes improve the game without invalidating anything in the 2014 Player’s Handbook. (See D&D‘s Ongoing Updates and How a Priority Could Lead to New Core Books.)

In 2024, the D&D team will release new core books, making that 2014 Player’s Handbook obsolete. In a way, this 2024 update resembles the jump between first edition Advanced Dungeons & Dragons and second edition. In the 80s when designers started work on second edition, copies of first edition adventures and books like Oriental Adventures were staying in print and selling well for years. TSR management wanted to keep those evergreen products earning, so they required that second edition remain broadly compatible with first. Second edition’s most important goal was “to make sure the game was still the one you knew and enjoyed.” Of course, first edition had already seen changes and new options would continue to evolve second edition. (See The Dungeons & Dragons Books that Secretly Previewed Each New Edition.)

For the next 12 to 18 months, the D&D design team plans to release monthly playtest packets, enabling gamers to sample and provide feedback on the game’s 2024 release. “You’re going to be able to use all of these playtest docs with your existing core books,” says designer Jeremy Crawford. “We’ve designed these docs so you can take each one, and other than the places where we tell you here’s an update, all of this material works with the core books you already have.”

The D&D team emphasizes how the new release will just build on the game we play today. Their claim and my feeling that the game’s foundation is good leads to the playtest package’s biggest surprise: The document makes changes to rules such as critical hits and conditions—changes at D&Ds foundation. Make no mistake: I’m fine with these changes and the package convinces me that the designers will improve the game.

The changes to D&D’s foundation hide in the packet’s unremarkable sounding “Rules Glossary.” Roleplaying game design often means making choices between the benefits and drawbacks of a particular choice. To weigh the choices revealed by the playtest, I like looking at both sides of this equation. My listing of the drawbacks of a choice doesn’t mean I wouldn’t choose the same.

Critical Hits rate as the candy of D&D. No one ever accused D&D co-creator Gary Gygax of giving players too much candy, and he hated crits. (See page 61 of the original Dungeon Masters Guide.) Like candy, crits give joy, but they’re also bad for us, and especially bad for our new characters. Forget bugbears and goblins; blame most new character deaths on a natural 20. First-level characters lack enough hit points to survive the extra damage. D&D’s designers aim for a game that makes players feel like characters can die while rarely actually killing them. (Some gamers enjoy a more dangerous game, but fifth edition needs optional rules to cater to that taste.) Removing crits helps D&D avoid wasting new characters, but we love our candy, so the test rules allow only player characters to score crits—a change that would have appalled Gary. I like it.

As a DM who speeds play by using average monster damage, monster crits add extra friction. That 20 interrupts my flow and forces me to hunt for damage dice to roll and total. (Yeah, I know I could find a short cut.) A crit and a miss deal less damage than two hits, so the slowdown adds little to play.

Some folks complain that not letting monsters crit makes them too weak, and I’m sympathetic because D&D’s mid- and high-level monsters are too weak, and I’ve complained as much as anyone. But the fix comes from much more damage than the occasional critical hit delivers. Hopefully, the 2024 Monster Manual will deliver the power bump foes need.

The test critical hit rule also affects players. Spell attacks no longer deal crits. This just brings the rule in line with what new players expect: Only weapon attacks and unarmed strikes crit. We D&D enthusiasts can master this change.

The new critical rule also changes the damage formula: Only weapon damage dice get doubled. The designers probably aimed to weaken characters designed to farm criticals with feats like Elven Accuracy. The new formula hinders paladins and rogues by eliminating doubled smite and sneak attack damage. Paladins rate as one of the game’s strongest classes, so this change helps bring them down to Oerth. Rogues suffer more from losing a double sneak attack damage.

Still, in D&D specific rules beat a general rule. The critical rule works like this in general, but a class like rogue might gain a feature that adds additional damage to crits. If that feature worked for melee attacks and not ranged attacks, then it would help make up for the inferiority of melee-focused rogues. A guy can dream.

Rolling a 20. Another change deals monsters a more serious blow than losing critical hits. Based on the new rules for rolling a 20 and inspiration, characters will rarely fail saving throws. Now players gain inspiration whenever they roll 20 on an ability check, saving throw, or an attack roll. Players gain more fun candy for their high rolls. If you already have inspiration, you can pass the award to another character. “We wanted a way to feed people inspiration through the system itself. What the system is intentionally doing is encouraging you to use the inspiration.” Dream on. Inspiration proves so much more valuable for saving throws that I plan to continue hoarding it until I need to make a save. I suspect this will bring my characters closer to never failing a save. When I run games, players like me who hoard inspiration make monsters much less fun to run because characters rarely fail a save and so many monster abilities amount to “Action: Waste a turn while every single character laughs off your biggest threat.” At tables using the widespread house rule that lets players spend inspiration to re-roll, the heroes’ edge grows even stronger.

Instead of the players fighting ice cold dice who could use a lift, the inspiration-on-a-20 mechanic awards more success to the character already rolling 20s. Perhaps if a 20 let you inspire another character in the party, the rule would feel better.

Nonetheless, I have mixed feelings about the inspiration-on-a-20 rule. As a player, I love rolling natural 20s and hate failing saves. But even more, I love challenges that press my characters to the limit.

Ability score bonuses. The playtest’s update to ability score improvements rates at the playtest’s least surprising change. Now instead of pairing each race with set of ability score bonuses that reinforce a fantasy archetype, every player chooses where to put a +2 and a +1 bonus, or alternately three +1 bonuses.

Since first edition AD&D, each race has gained ability score modifiers that match the fantasy archetypes of robust dwarves, agile elves, and so on. This started back when everyone rolled characters at random and when good play meant making the most of whatever the dice gave you.

Now most players build characters to match their tastes, so ability score bonuses limit 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.

Setting ability scores should require just one step: Assign the scores you want to suit your character. Instead, the current design asks players to assign scores and add bonuses as separate steps, likely adding some back-and-forth friction as players find the right values. I would like to see a process that folds the two steps into one. That would work easiest if the game simply offered a few standard arrays of scores with the ability score bonuses included.

Feats at first level. Originally, the fifth-edition designers sought to make new characters as simple as possible. This returned to D&D’s 1974 roots. Then, characters just started with 6 ability scores and a class. Characters developed in play. Those simple characters proved especially easy for new players. You could immerse yourself in your role and play without knowing the rules. If you’re a hero with a sword and a monster charges, then you know your options: talk fast, hit it, or run. Now text like “a number of times equal to your proficiency bonus” weighs races, 1st-level feats, and classes. If you’re coaching a new player, prepare to explain “proficiency bonus.”

The playtest rules make a new character’s history feel more important by bolstering it with mechanics. “I’m super excited about this whole approach that we’re taking with backgrounds,” says Jeremy Crawford. “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.” Or instead, you can take the Lucky feat.

For new players, the added “game-mechanic choices” risk making the game feel overwhelming. Maybe that’s fine. New players confronted with a pregenerated character always find it overwhelming, but the end of the session, they typically feel comfortable with the basics.

The designers seem enchanted by the phrase “a number of times equal to your proficiency bonus,” but I wish fewer feats added things to track.

The playtest feats include a change that strike me as ingenious. Each feat includes a level. “One of the ways to make sure that feat selection is not overwhelming is to break feats up into smaller groups, and one of the ways that were doing that is with levels.” Credit Pathfinder second edition for adding this innovation first.

Grappling. The playtest changes the rules for grappling. Now, if your Unarmed Strike hits versus AC, then you can grapple the target. Likely this change aims to make grappling for characters work like all the monsters that grapple by hitting a target. Starting a grapple with an attack strikes me as odd because it defies a fifth edition design principle.

Fifth-edition designer Mike Mearls once explained that to determine whether to use an attack roll or a save, designers asked, “Would a suit of plate mail protect from this?” Armor protects against darts, scythes, and so on, so traps using such hazards make attacks. Poisonous fumes, lightning, and mind blasts all ignore armor, so targets make saves. Attacks to grapple fail this test. Surely though, rules for saves to avoid a grapple would add more complexity than the designers want. Besides, D&D hardly needs another reason to favor Dexterity over Strength.

7 Discarded D&D Rules That Could Still Improve the Game

Past editions of Dungeons & Dragons include many, many rules that fifth edition drops. No one misses racial level caps, any of the old grappling rules, or the unplayable AD&D initiative system. But old editions also included rules that improved the game, often in subtle ways. Some might have improved the fifth edition. Still, the D&D designers dropped each rule for a reason, but did they make the right choices?

1. Add the bloodied condition

Fourth edition included a bloodied condition triggered when creatures lost half their hit points. The designers likely dropped bloodied because it seemed to offer too little benefit to merit the weight of another condition. Besides, DMs hardly need a rule to describe the status. The Dungeon Master’s Guide explains, “You can describe a monster taken to half its hit points as bloodied, giving the players a sense of progress in a fight against a tough opponent, and helping them judge when to use their most powerful spells and abilities.”

But the bloodied condition added more than a sense of progress. The bloodied condition can trigger extra abilities that show a creature’s rage or desperation, adding a useful way to bring a second stage to boss battles. Just as a showdown settles into a familiar pattern, a bloodied monster could gain new powers, transforming to add new excitement. The bloodied trigger proved so irresistible that the D&D designers designed something similar when they gave some high-level monsters the mythic trait. “If you wish to increase a battle’s stakes, though, using a monster’s mythic trait results in some mid-battle twist that changes the way the monster behaves, restores its resources, or provides it with new actions to use.” The bloodied condition could enhance monsters of all levels.

2. Limit hit point increases after 10th level

By the time fifth edition D&D characters near level 10, few monsters inflict enough damage to seem threatening. Obviously, DMs can still create challenging encounters by adding more and more dangerous monsters, but that solution can prolong battles, turning exciting fights into grinds.

The obvious fix to high-level creatures and their feeble damage is to make monsters’ attacks deal more damage. This adds challenge, but it makes concentration spells much weaker.

What if the solution doesn’t come from the monsters? What if characters at double-digit levels just have too many hit points? If high-level characters had fewer hit points, high-level monsters with their puny attacks would suddenly become a bit more threatening. Lower-level monsters could pose more of a threat to high-level heroes without becoming too dangerous to low-level characters. High-level PCs would still rip through weak foes, but the survivors could deal enough damage to seem dangerous rather than laughable.

Lower hit points at high levels would suit the reality that characters typically enter every fight at maximum health. In more battles, foes would seem like credible opponents.

Up to D&D’s third edition, when D&D characters reached level 9 or so, they started gaining hit points at a much slower rate. In Advanced Dungeons & Dragons, fighters rising above 9th level gained 3 hit points per level with no bonus for constitution. Other classes gained even fewer points. Continuing to let characters gain a full hit die plus a constitution bonus at every level defies D&D’s origins.

In a fifth edition version of this rule, after level 10, barbarians that gain d12 hp per level would only gain 3 hp, d10 classes like fighter would gain 2 hp, d8 classes like cleric would gain 1 hp, and wizards would gain 0 hp. High-level wizards get plenty of goodies to make the difference.

Suppose Gary Gygax had hit points right all along. Would D&D play better if characters stopped gaining so many after level 9? For more, see Would Dungeons & Dragons Play Better If It Stayed Loyal to How Gary Gygax Awarded Hit Points?.

3. Award skills for high Intelligence

In modern D&D, Intelligence vies with Strength as the most common stat where players dump their characters’ lowest ability score. See Should PC Intelligence Matter? Of the classes in the Player’s Handbook , only wizard requires Intelligence, a prime requisite that rarely figures in saving throws. Unlike in earlier editions, high Intelligence no longer brings more skills or even languages, contributing to the attribute’s low value.

The D&D designers found good reasons to stop awarding smart characters more skills. Fifth edition awards skills based on background instead. This emphasizes the importance of a character’s history by pairing it with mechanical benefits. By ignoring Intelligence, the designers let every character gain enough skills to get ample mechanical benefits based on their history. Besides, if Intelligence led to even more skills, wizards would check almost every box and those brainiacs show off enough.

If the game awarded fewer skills based on background, class, and race, and awarded more skills based on Intelligence, then Intelligence would switch from an easy place to dump a score of 8 to a worthwhile choice.

4. Require some recovery period after dropping to 0 hp

In first edition, characters reduced to 0 hit points needed a week of rest. “The character cannot attack, defend, cast spells, use magic devices, carry burdens, run, study, research, or do anything else.”

All that rest seems too limiting for a heroic game, but fifth edition not only lacks any consequences for reaching death’s door, the game offers a sort of reward. Players intent on wringing every advantage from the rules will only heal characters when they drop to 0 hp, because damage below 0 heals for free. Imagine being injured but denied healing until you lie dying on the dungeon floor because the magic somehow works better that way. As an adventurer, I would find a less psycho group of comrades in arms.

The remedy ranks as one of fifth edition’s most popular house rules: Characters who fail a death save suffer a level of exhaustion.

By making characters who fail a death save suffer a level of exhaustion, the dying condition becomes something to be realistically feared rather than an inconvenience where players can exploit their metagame understanding of fifth edition’s lack of negative hit points.

Players gain an incentive to heal their allies before anyone drops to 0, losing the incentive to let party members drop and revive in a macabre dance.

5. Require magic ammunition to overcome resistance

When you blog about D&D long enough you gain a limited ability to see the future. So when I post, I can predict many of the comments. For example, if I gripe about an overpowered character feature, some readers will advise countering by giving foes the same capability. As if players would return for a campaign where every monster took the Sharpshooter feat.

If I gripe that the fifth edition rules make archers too effective, readers will remind me that historically, bows do beat swords. Weapons that let you poke holes from a distance always rule. For example, polearms also beat swords. Still, thanks to millennia of promotion by a ruling class of men on horses with swords, we romanticize swords and most D&D players favor them over polearms.

Like punching monks and loincloth-wearing barbarians, D&D gives swords and other melee weapons a boost to make fun but fanciful characters attractive options.

Still, the boost falls short. The rules make ranged weapons far better than swords, axes, and such. This imbalance weakens the game. Players choosing swords and spears for their characters must accept weaker characters. Also ranged combat usually proves less fun. Movement and terrain disappears. Instead, characters stand at the door and shoot, tallying damage until the battle ends. I could list more consequences, but I already did.

Fifth edition skips a few rules that made ranged attacks a bit less attractive in past editions.

  • Arrows shot into melee used to suffer a chance of hitting allies.
  • Ranged attacks used to lack a damage bonus based on Dexterity to match the damage bonus melee attacks gained from Strength.
  • To overcome resistance to magic weapons, attackers used to need magic ammunition rather than a magic bow.

The first rule deserves to stay on the scrap heap. Hitting allies hardly feels heroic and the risk creates bad feelings between archers and melee attackers. No one wants to shut down their ranger once the barbarian reaches melee.

As for the second rule, D&D’s math rests on damage bonuses based on Strength or Dexterity. Removing the Dexterity plus for ranged weapon damage would crack the game’s foundation.

The third rule boasts potential. In D&D, ranged martial attacks gain their biggest edge because no one bothers tracking arrows or crossbow bolts. Even if a DM required the chore, a 1 gp quiver of 20 arrows only weighs a pound, so players will argue they can easily carry 20 quivers totaling 400 arrows. Some gamers recommend using toothpicks to track arrows. That’s a lot of toothpicks. But what if only magic ammunition overcame resistance to bludgeoning, piercing, and slashing from nonmagical attacks?

Such a rule makes sense; after all, the silver arrow hurts the werewolf, not the silver bow. Even if DMs give out more magic ammo, magic arrows merit counting. At low levels the lack of magic arrows would hardly matter, but as levels rose and more foes brought resistance, a demand for magic arrows would create interesting and realistic resource management choices.

6. Use healing surges or hit dice as a limit to healing

In early D&D editions, limited healing challenged players to carefully manage their hit points and healing spells. Except for days of bed rest, the game offered no easy substitutes for healing spells. Players faced thorny decisions over how to best use their healing resources. Should the party delve deeper into the dungeon toward greater rewards despite the risk of running low on hit points and healing?

Third edition erased that resource management strategy. Even 2nd-level characters could afford enough wands of cure light wounds to completely heal between fights without using a single spell. In modern D&D, inexpensive healing potions create the same effect.

The fourth edition designers aimed to return some of the old resource management strategy to the game. The edition added healing surges to limit the healing characters could use between encounters. Characters had a set number of healing surges. During a short rest, players could spend surges to restore lost hit points, so healing surges worked much like fifth edition’s hit dice. But healing surges also capped the magical healing available to characters. In battle, spells and healing magic like potions let characters trade surges for hit points without stopping to rest. Fourth edition’s treatment of hit points and healing ranks as one of the edition’s best innovations.

Without a limit like healing surges, fifth edition campaigns can’t recapture the slow loss of healing resources and the strategy that limit created.

For a house rule that turns hit dice into a resource more like healing surges, see D&D’s Designers Can’t Decide Whether Characters Must Rest for Hit Points and Healing, but You Can Choose.

7. Add the dazed condition

The stunned condition brings a harsh penalty. Stunned shuts down a player for a turn or more. A stunned monster can’t take actions, turning a potentially fun battle against a legendary evil into a quick beatdown of a helpless opponent. I’ll roll my damage in advance and go make a snack. The most common source of the stunned condition comes from the monk’s Stunning Strike ability, a power that can turn every boss into a piñata and that tempts DMs to “cheat.” Well-designed monks stun frequently enough to diminish the fun. Other players wind up beating helpless foes while the DM just counts damage and runs monsters with cartoon stars circling their heads.

A redesigned monk that remains fun to play calls for a condition that counts as half stunned, something like fourth edition’s dazed condition. Attacks against dazed creatures gained advantage. On a dazed creature’s turn, they could choose between moving, taking an action, or taking a bonus action. A more fun Stunning Strike ability could daze first and then stun if the dazed creature took a second strike. Such an adjustment would bring Stunning Strike down to the power of the monk’s other abilities that cost ki points. This lesser stunning strike would weaken the monk class, but a bigger allotment of ki points could make up for the change.

Of course, returning the dazed creatures could improve more than the monk. The dazed condition would add flexibility, allowing new character and monster abilities that just won’t work with a condition as punishing as stunned.

How Playing on Streams and at Conventions Sharpens D&D’s Designers

In the 80s into the 90s, I would see convention panels or magazine interviews where game professionals said that their game writing left them no time for game playing. Those writers might admit to an occasional session of Call of Cthulhu—that was the role-playing game the pros played once they felt too mature for bashing monsters in dungeons. But writers of the era’s countless Dungeons & Dragons setting books rarely seemed to play the game much anymore.

Prolific adventure author Teos “Alphastream” Abadia writes, “Especially in the third-edition era, some Wizards staff seemed not to play their own game and seldom saw it played. In the Living Greyhawk community (a 3E organized play campaign) there was the sense that a large portion of new rules needed errata solely because the designers weren’t familiar enough with the game to see (obvious) exploits and problems.”

fameFor many of the game products of the time, play experience mattered less. People bought game books to read. RPG writers could succeed by satisfying game readers more than players. See “How the end of lonely fun leads to today’s trickle of D&D books.”

Speaking in an episode of the Misdirected Mark podcast, veteran RPG freelancer Shawn Merwin said, “One of the criticisms I’ve had in the past of [D&D] staff, especially through third and fourth edition, was that they would sit in Renton, Washington and create this game, but they never really got out and saw how the game was played by the different kinds of fans, or the fans that may play a little bit differently than the designers’ own home games or their games within their company.”

The designers of fifth edition play more with the D&D community, and the edition benefits. “We know that D&D is a big tent,” explains lead rules designer Jeremy Crawford. “Not only do people of many sorts play in the D&D, but also people of many tastes play D&D. We know some people really love heavy improvisational role-playing and other D&D players, for them, that’s all about the tactical nuances of D&D combat, and everything in between.”

Over the past few years, I‘ve seen D&D designers at conventions run games for random tables of Adventurers League players lucky enough to draw the celebrity DM. Speaking in the podcast, Teos Abadia said, “This is a really important thing for Wizards to do. To meet with players and see how players play [the designer’s] game in this kind of environment.”

In a convention game, you will join players who may play differently. “You’re just randomly dipping into the pond to see who ends up at your table and to see how they play the game that you create. And I think that’s very important,” Teos said. “For me as a fan, I want to see Wizards involved with fans in this kind of way as much as possible.”

The D&D designers play with non-designers even more on liveplay streams. “One of my favorite parts of the rise of RPG celebrities running liveplay games is that they have to then play their games with other people,“ Teos writes. “I really think it is fantastic that so many at WotC have run and played in the games.” Of course, streamed play intends to entertain an audience, making these performances different from most D&D sessions—the ones at basements, kitchen tables, or game stores‘ back rooms.

People who think about D&D’s future wonder how livestreams will influence designers to change the rules, and whether streaming should shape the rules. Jeremey Crawford says, “We’re concerned about supporting traditional tabletop play well, but also the types of D&D experiences people have in streams.”

Streaming certainly affects the interests of new players discovering D&D. Traditionally, new D&D players tended to focus on the joy of bashing monsters and developing more powerful characters. Those same new players found acting in character off putting. Before steaming, virtually nobody new to D&D spoke in character. The prospect of adopting a funny voice seemed odd and potentially embarrassing. Now, new players typically want to play the sort of personalities and scenes they see in streams. (In my experience, new players act in character, but they still hesitate to use a funny voices. Perhaps the vocal talents of actors seem unreachable.)

Based on experience running games at conventions, the people guiding D&D’s Adventurers League organized play campaign work harder than ever to accommodate different play styles. The recent League seasons have encouraged authors to welcome the three D&D pillars of exploration, roleplaying interaction, and combat when designing adventures, and to especially consider non-combat answers to encounters. The league’s Ravenloft: Mist Hunters campaign aims to “focus on story, atmosphere, and immersive interaction.”

If you want to write games and adventures for strangers to play, then you benefit from playing with strangers. Every regular group settles into a play style. Do they play recklessly or cautiously? Heroically or ruthlessly? How do they settle conflict between PCs that pull in opposite directions? Regular groups seek activities they all enjoy. A group’s style makes them predictable. When we play long enough in one style, we tend to forget other ways.

DMs who operate in public eventually see groups that defy even the most common customs of D&D. New players love to split the party. Authors with experience as dungeon masters for strangers become better at anticipating what random players might do, and do better at writing scenarios that account for players who veer off the path.

Organized play authors understand the challenges of running an adventure from a text. Their adventures sometimes even include troubleshooting sidebars that help DMs account for actions that threaten to break an adventure.

Every group is different. You can’t play with everyone, but if you want to write games for everyone, you benefit from reaching out to game with random strangers.

This post revists a topic from 2016.

Tasha’s Rules for Custom Origins Make Pencil-Necked Mountain Dwarves Overly Good

I played Rime of the Frostmaiden in a party that included the sort of armored dwarven wizard empowered by two features: (1) a weak dwarf’s ability to wear stout armor without a speed penalty and (2) the customized origins from Tasha’s Cauldron of Everything, which let players assign their race’s ability score bonuses to any ability score. This dwarf started with a Strength of 8 and level of fighter for heavy armor proficiency, but some characters gain similar benefits by opting for a mountain dwarf and gaining proficiency with medium armor.

We both played wizards who boasted similar offensive power, except his wizard never got hit. When the character returned at high levels for my D&D weekend, a shield spell routinely boosted his AC into the 30s.

Aside from a monk with high-wisdom and Stunning Strike, I suspect the character type that dungeon masters find most tiresome combines high AC and the ability to cast shield. We DMs can be fans of the characters and want to land an occasional attack. I love Superman, but I also love the threat of a robot powered by a kryptonite heart.

Tasha’s custom origins improve D&D by giving players freedom to play the character they want without choosing ability scores that make the character less effective than others. In an appearance on Dragon Talk, lead D&D designer Jeremey Crawford says, “All games are about making choices and making meaningful choices, but we want the choices to be between things that are all fun and interesting. What we don’t want is a choice where just hiding inside it is some kind of trap. And that’s what the traditional ability score bonuses often feel like to people.

“As the game continues to evolve, and also as the different types of characters people make proliferate and become wonderfully diverse, it’s time for a bit more of those old assumptions to, if not pass away, to be something that a person can set aside if it’s not of interest for them and their character.” The Tasha’s rules create a game that helps gamers imagine and create a broader spectrum of viable characters. “You can play the dwarf you want to play. You can play the elf you want to play. You can play the halfling you want to play.”

Does the new freedom fuel more powerful characters? Jeremey says no. “Contrary to what many people might think, those ability score increases that are in those different options, they are not there for game balance purposes. They are there strictly to reinforce the different archetypes that have been in D&D going back all the way to the 70s.”

The game’s design gives smaller ability score bonuses to races with more potent racial features. Jeremey contends that where players put the ability score bonuses doesn’t matter.

Except the placement matters. Before custom origins, mountain dwarves gained a +2 Strength along with medium armor proficiency—a feature that rarely benefits characters who gain from a +2 strength. Fighters and paladins get armor proficiency anyway; barbarians and monks avoid armor. For wizards and other classes that actually need armor, that +2 Strength offers nothing. To the Player’s Handbook designers, this combination of strength and armor proficiency seemed like such useless fluff that mountain dwarves gained +2 in two ability scores rather than just one. Besides, Strength is a roleplaying choice for sub-optimal characters..

I suspect that if Jeremey failed to save against a suggestion that forced the whole story, he would admit that the placement of modifiers does matter, but not enough to derail adding the simple and flexible custom origins in Tasha’s. Mountain dwarves rank as strong, but not overpowered.

Still, if the designers gained a redo on the dwarf, surely the race’s mechanics would change. In the case of dwarves, the custom origin rules go beyond enabling unique characters who defy class archetypes. The rules encourage pencil-necked dwarf wizards able to wear half-plate. I’ve learned to accept characters who sell out to seldom get hit, but acceptance comes easier when the price isn’t a bargain. Nonetheless, if I were king of D&D, custom origins and their flexibility would stay despite the adventuring parties suddenly filled with clanking dwarven wizards.

The 9th-Level Spell that Breaks D&D (It’s Not Wish)

When Magic the Gathering players talk about broken cards, they mean ones powerful enough to dominate games so that every competitive deck either includes the card or focuses on countering it. These cards break the game by destroying the options that make playing fun. D&D includes some spells that suck fun from the game, but nothing that ruins it.

Still, foresight breaks D&D. I don’t mean that it’s over-overpowered; 9th level spells should deliver wahoo powers that feel a bit overpowered. In the words of lead designer Jeremy Crawford, “High-level spells are often just whack-a-doo on purpose.” (I’ll bet he didn’t expect to be quoted on that one.)

By broken, I mean that foresight makes D&D dull, and a 9th-level spell should always add excitement. Even if the spell’s power wrecks an encounter, the magic should feel game breaking and thrilling. Foresight just feels game breaking and boring.

For 8 hours, the target of foresight “can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.”

Fifth edition’s rules for advantage and disadvantage streamline the game by eliminating the fiddly pluses and minuses that older editions imposed on attacks and checks. While the old modifiers added realism, they slowed play and seldom made a difference.

To gain even more quick simplicity, multiple sources of advantage and disadvantage don’t stack. At most they offset, leading to a straight roll. Usually that works because multiple advantages and disadvantages come infrequently. (For instances where this rule creates illogical situations, see numbers 12 and 10 of the 13 of the Craziest Quirks in the Dungeons & Dragons Rules.)

The simple approach falters when some ongoing factor adds advantage or disadvantage to every roll. Suddenly other circumstances stop affecting the odds. D&D’s designers recognized this when they opted to have cover impose a minus to attacks rather than disadvantage. They wanted a factor as common as cover to stack with all the other situations that can create advantage and disadvantage in a fight.

During my D&D weekend, when two level-20 wizards benefited from the 8-hour duration of foresight and spent an entire adventure with advantage, I realized how much less interesting the game became. Foresight eliminates all motivations to seek an edge. By erasing fifth-edition’s foundation of advantage/disadvantage, foresight nullifies the effect of too many decisions, tactics and character traits.

Incidentally, the 3rd-edition version of foresight gave just a +2 bonus to AC and Reflex saves—at 9th level! Instead of a broken spell that sucked the fun from D&D, the spell just sucked.

Without Encumbrance, Strength Is a Roleplaying Choice for Sub-Optimal Characters

Of the 6 players gathered for my weekend of D&D, nobody showed up with a character with a strength higher than 8. Fifth edition D&D makes Strength a common dump stat because the game lacks an encumbrance system that players use. I’ve never played fifth edition with the option, mainly because I’ve never played this edition in a style that encourages the bookkeeping. Encumbrance fits with a gritty style of dungeon crawl that focuses on counting torches, rations, and perhaps abandoning copper pieces in favor of more portable loot.

When encumbrance feels like an accounting exercise that players ignore, Dexterity becomes king. By selecting ranged or finesse weapons, a Dexterity-based character can approach the damage of a similar character based on Strength—more with optimal feats. Plus, a high Dexterity enables an AC nearly as stout as the heaviest armor, wins initiative, and improves common Dexterity saves rather than rare Strength saves.

With encumbrance justifiably relegated to a seldom-used optional rule, a more evolved D&D design would boost the value of Strength with some advantages over Dexterity. After all, mighty warriors swinging great big swords form a deeply resonant part of fantasy and the game. I want to play those characters without feeling like I made a sacrifice for the sake of roleplaying.

For more, see A Game Design History of the Dump Stat.

Next on Thursday: Dungeons are contrived for fun games.

A Game Design History of the Dump Stat

In 1974, Dungeons & Dragons introduced roleplaying games and—less significantly—dump stats where players set their least-useful ability to their lowest score. According to the original D&D rules, players rolled abilities in order. Actually, by the rules as written, “it is necessary for the referee to roll three six-sided dice in order,” but everyone let players roll instead. Innovations like point-buy character generation or even rearranging rolled scores were years away.

Still, original D&D had dump stats of a sort. Fighters could trade Intelligence for Strength, the fighter’s “prime requisite.” Clerics could trade Intelligence for Wisdom. Magic users could trade Wisdom for Intelligence. Every class came with at least one potential dump stat, and these exchanges cost 2 or 3 points for 1 point of the prime requisite. When I first read those offers, the exchange rates struck me as a bad deal. I was wrong. None of those classes gained anything from their dump stat, so the trades only benefited the characters. In the original rules, Strength, Intelligence, and Wisdom just brought advantages to the class that used the ability as a prime requisite. (Intelligence brought extra languages; few players cared.) The rules prevented players from reducing Constitution and Charisma, but those abilities could help every character with more hit points or more loyal followers.

Advertisment for Melee and WizardIn 1977, the hand-to-hand combat game Melee by American designer Steve Jackson showed a different and influential approach to ability scores. Melee used just two attributes, Strength and Dexterity, but the scores brought bigger mechanical effects than in D&D. Strength permitted more damaging weapons, stouter armor, and functioned as hit points. Dexterity determined to-hit rolls and who struck first. In this combat game, dueling characters needed to enter the battlefield evenly matched, so rather than rolling attributes, players bought them with points. Modern role-playing games virtually always let players build their characters, but in 1977 the point-buy system proved a massive innovation.

Also in 1977, the obscure game Superhero ’44 used a point-buy system. In Heroic Worlds (1991), D&D Designer Lawrence Schick called that game “primitive,” but also “ground breaking.” Superhero ’44 even let players trade flaws for more points. “Characters who accept weaknesses or disabilities (Kryptonite, for instance) should be awarded with extra power.” This innovation spread to games like Champions (1981), GURPS (1986), and Savage Worlds (2003).

When I played Melee, I marveled at the balance between Strength and Dexterity. Every point moved between the two attributes traded a tangible benefit for a painful detriment, and the difficult choice between stats made character generation into a fascinating choice. Just as important, the simple choice led to fighters who played differently but who proved equally effective. No other game would ever feature such a precise balance between ability scores, but with 2 scores and just one character type, Melee’s narrow scope helped.

A magic system to accompany Melee appeared in Wizard (1978). This addition introduced a third stat, Intelligence, but wizards still needed Strength to power spells and Dexterity to cast them. Intelligence became a dump stat for the original game’s fighters, while wizards gained enough from spells to offset the need to invest in three stats. When Melee and Wizard became The Fantasy Trip roleplaying game, IQ also bought skills, so some balance between stats remained.

Some games lump Strength and some of Constitution’s portfolio together. In both The Fantasy Trip and Tunnels & Trolls (1975), wizards drew from their Strength to power their spells, and since characters in both games increased stats as they advanced, experienced TFT and T&T wizards grew muscles as swollen as steroid-fueled bodybuilders.

Choosing ability scores introduced a complication avoided when players just roll. Some stats prove more useful than others. Chivalry & Sorcery included an attribute for bardic voice. No one but bards would have invested there, and C&S lacked bard as a class. Also, the attributes that power your character’s key abilities bring much more value than the rest. The original D&D rules recognized that factor in the unequal exchanges that let players increase their character’s prime requisites.

In Advanced Dungeons & Dragons (1978), the recommended technique for generating ability scores allowed players to rearrange scores any way they liked. For most classes, Intelligence just brought extra languages and Wisdom only gave a saving throw bonus against magic “involving will force,” so these abilities became favored places to dump low scores.

In D&D, the value of ability scores mainly comes from the value the scores offer to classes that don’t require them. Constitution always comes out ahead because it adds hit points and improves a common saving throw. You may never see a fifth edition class based on Constitution because the attribute offers so much already. In earlier editions of D&D, Strength proved useful because every class sometimes made melee attacks. Nowadays, classes get at-will alternatives to melee attacks that use their prime requisite.

The value of ability score depends on what characters do in a campaign, and that adds challenge to balancing. In original D&D, shrewd players paid hirelings and henchmen to accompany their dungeon expeditions and share the danger. Characters needed Charisma to recruit and keep followers, so by some measures Charisma offered more benefits than any other attribute. But not every campaign played with hirelings. The 1977 D&D Basic Set skipped the rules for hiring and retaining help, so Charisma offered no value at all unless a DM happened to improvise a Charisma check—the game lacked formal rules for checks.

A similar factor makes Strength a common dump stat in fifth edition D&D. Strength provides the potentially valuable ability to carry more stuff, and more treasure, but few players even bother accounting for carrying capacity. The rules make dealing with encumbrance an optional variant. In the original D&D games, part of the challenge of looting the dungeon came from the logistical challenge of hauling out the loot. Runequest (1978) featured an encumbrance system that allowed characters to carry a number of “things” equal to their Strength before the weight hampered them. I remember the importance this system attached to Strength and the difficult choices of armor and equipment players faced. The secret to making Strength valuable is creating an encumbrance system that players use.When encumbrance feels like an accounting exercise that players ignore, Dexterity becomes king. By selecting ranged or finesse weapons, a Dexterity based character can approach the damage of a similar character based on Strength. Plus, a high Dexterity enables an AC nearly as stout as the heaviest armor, wins initiative, and improves common Dexterity saves rather than rare Strength saves.

Fifth edition D&D makes Intelligence another common choice for a dump stat. Of the classes in the Player’s Handbook, only wizard requires Intelligence, a prime requisite that rarely figures in saving throws. (See If a Mind Flayer Fed on D&D Characters’ Brains, It Would Go Hungry. Should PC Intelligence Matter?)

Third edition D&D boosted the value of Intelligence by awarding smart characters more skills. The fifth edition designers probably weighed the same approach, but with skills serving as key traits in the two pillars of interaction and exploration, perhaps the designers opted to award skills equally to characters of any Intelligence. So unlike in earlier editions, high Intelligence no longer brings D&D characters more skills or even languages.

Obvious dump stats limit the choices that lead to effective characters. Dump stats encourage players to create characters that fit common, optimal patterns. A fifth edition D&D party may include a wide range of classes and backgrounds, but almost everyone fits the mold of healthy, agile folks with low-average Intelligence. And not even the barbarian can open a pickle jar. (He’s dex based.)

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

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

The classes in today’s Dungeons & Dragons game are balanced to make sure that when players leave a session, everyone feels like their character contributed to the party’s success. No player should ever see their character routinely upstaged and wonder, “Why am I even here?” In a list of goals for fifth edition, designer Mike Mearls wrote, “All of the classes should feel competent when compared to each other at all levels.”

The game’s designers didn’t always aim for this target, and when they did the methods often failed. What methods of class balance have the game’s designers abandoned?

1. Ineffective in one pillar, strong in another

The D&D game focuses on three pillars of play: exploration, roleplaying interaction, and combat.

In the early D&D game, players spent most of their game time immersed in exploration: mapping, searching, and evading hazards. Good play meant avoiding combat and saving spells. Expert play meant getting treasure without a fight. The original thieves lacked any combat assets—not even backstabbing—but during all the searching, scouting, and evading, only thieves brought any useful, reusable abilities. They shined in the exploration pillar, and floundered in combat.

In an interview for Drache issue 3, D&D co-creator Gary Gygax explained, “D&D’s team aspect is important. In a D&D game, each player has to use his strengths at the right place. Otherwise, the group won´t be able to survive.”

Some of that spirit remains, Mearls writes, “We’re OK with classes being better at specific things. Rogues are good at checks and handling traps. Fighters have the best AC and hit points. Clerics are the best healers and support casters. Wizards are the best at area attacks and control effects.”

But the game no longer allows classes that prove ineffective in a pillar. “If each class has wildly different combat abilities and the game doesn’t account for that, the system falls apart,” Mearls wrote. Over the years, the thief class added a backstab feature, which became sneak attack and a suite of combat abilities.

See The Thief’s Strange Trip from Non-Combatant to Battlefield Domination.

2. Weak at low levels, mighty at high levels

In D&D’s early days, Gygax saw characters who survived to high level as proof of a player’s skills. By this notion, players able to raise a weak character to the top deserved rewards. Tim Kask, the first editor of The Dragon magazine, echoed this perspective when he wrote, “Anyone that gets an Illusionist [to high level] deserves whatever they can achieve.”

No class showed this attitude more than the magic user. Originally, magic users started with the no armor, the lowest hit points, feeble attacks, and just one magic missile or sleep spell. But while a high-level fighter just added more hit points and a higher attack bonus, wizards gained power in 3 ways: They gained more spells per day, higher-level spells, and more damage with spells of a given level. Their power grew to overshadow the other classes.

“Earlier, D&D balanced wizards by making them weak at low level and powerful at high level,” wrote third-edition designer Jonathan Tweet. “But we tried to balance the classes at both low level and high level. (We failed. Spellcasters were still too good at high level.)”

The current edition starts to get the formula right. Mearls explained his goal for fifth edition. “Attaining balance is something that we must do to make D&D fit in with fantasy, myth, and legend. Even if a wizard unleashes every spell at his or her disposal at a fighter, the fighter absorbs the punishment, throws off the effects, and keeps on fighting.”

See How fifth edition keeps familiar spells and a Vancian feel without breaking D&D.

3. Higher-powered classes require more experience points

Before third edition, every D&D class had a different table of experience points required to level. As far as I know, Gygax never explained this quirk. No one asked because everyone just assumed the higher-powered classes demanded more experience points to level. The charts hint at some of this: The mighty paladin requires more experience than the weaker rogue. But for the original classes of fighter, cleric, and wizard the differences seem quirky rather than systematic. “The system sometimes gave clerics more hit points than fighters because a cleric would be higher level than a fighter with the same XP total.” Until double-digit levels, the XP requirements for a magic user never left the wizard more than a level or two behind the other classes.

4. Classes with level maximums

Originally, Gary Gygax gave little thought to high-level characters. Kask recalled, “We figured the odds of even getting to level 9 or 10 were so high that it wouldn’t pose a problem. This was before the gross inflation of XP’s and the corresponding levels. The highest-level player in Gary’s Greyhawk campaign was a 7 or possibly 8 at that time, and they had been playing more than any other group with the possible exception of Dave Arneson’s.”

After D&D’s release, TSR co-owner Brian Blume lobbied to include the monk class in the game’s upcoming Blackmoor supplement. Kask wrote, “Brian rationalized the nearly super abilities of the monk’s high levels with the argument that nobody, or damned few, would ever get that high. (This illustrates a certain naivete that all of us shared back then. We had no idea people would play almost daily and rack up XP’s at a truly unimagined rate.)”

Gygax published a class that imposed harsh limits to high-level monks. For monks “there is only one man at each level above 6th.” So to rise above 6th level, a monk character had to find the one monk of that level and win a fair fight. “There will always be a higher level to fight, even if there is no player character in the role.” The class topped out at 16th level.

A year after Blackmoor, gamers had completely disproved the theory that few characters would rise to high level. So Gygax returned to the monk class’s scheme for limiting the new Druid class in the Eldritch Wizardry supplement. Kask explained, “Every advance beyond level 11 meant fighting and defeating a fellow druid in either magical or physical combat—and the occasional 11th-level challenger of one’s own to deal with!”

In practice such limits only steered players away from choosing the classes they wanted to play, or blocked characters from advancing with their peers in a high-level party.

Next: Number 5.