Tag Archives: ability scores

Daggerheart vs. the MCDM RPG vs. D&D: A Playtest Comparison

If games to suit every play style and new games bringing fresh ideas makes a golden age, then the best time for gamers is now. In the past weeks, I’ve played preview releases of two upcoming games: the MCDM RPG championed by Matt Colville with lead designer James Introcaso, and the Daggerheart RPG championed by Matt Mercer with lead designer Spenser Starke. Both games play in the same genre and style as D&D, but each aims to prove more fun for certain styles of play. The MCDM RPG seeks to recreate some of the tactical play exemplified by fourth edition D&D in fast-paced, cinematic battles. Daggerheart targets a more narrative, rules-light style that fosters heroic moments and chances for players to reveal their characters.

Core mechanics

The core mechanics of these games target 3 common gripes about the core mechanic of D&D.

  • A lack of degrees of success or failure limits the potential outcomes of a check.
  • Players experience a feel-bad moment when they miss and lose their opportunity to do something interesting on their turn.
  • The swinginess of D&D’s d20 mechanic, which can make experts look inept and zeros look like heroes.

Degrees of success

In Daggerheart’s core mechanic, players roll a pair of 12-sided dice and add the numbers. If the total exceeds a target number, then the roll succeeds. Aside from the different dice, this resembles a d20 check, but Daggerheart adds a twist. One of the d12s is marked as the Hope die and the other the Fear die. The die that rolls higher adds Hope or Fear to the result. Whether or not a roll succeeds, a roll with Hope brings a boost in the form of a Hope token players can spend to benefit their character. A roll with Fear brings complications, potentially success at a price. The game master gains a fear token they can spend to make the character’s predicament more difficult. Hope and Fear create a range of heroic moments and setbacks that players and game masters can use to inspire storytelling.

Games with such success-with-complications, fail-forward mechanics weigh game masters with the extra creative burden of improvising complications to pair with success. For combat rolls though, Daggerheart gives GMs who gain Fear a menu of complications to select. The first complication is that players lose initiative, something this post will discuss later.

The MCDM RPG bakes degrees of success into the game’s power roll mechanic. The higher the sum of 2d6, the better the degree. They even have names for the degrees: tier 1, tier 2, and tier 3. Perhaps they considered reaching to older games like Marvel Super Heroes for tier names like good, excellent, and remarkable, but for one type of rolls tier 1 means a small success, and for another type, tier 1 means failure. The game features two types of power rolls: ability rolls, which correspond to D&D’s attack rolls, and tests, which correspond to D&D’s ability checks. Ability rolls don’t have a chance of failure, which leads to the second common gripe levelled at the D&D’s core d20 mechanic.

No missed attacks

The MCDM RPG tries to eliminate the down moments when a player misses an attack and wastes their turn. All ability rolls succeed, with an outcome that determines a degree of success and sets an amount of damage. Without damage rolls, the system plays faster. No one likes to lose a turn to a miss, but in play I found that the lack of failure in attack rolls made combat feel less compelling. The reason comes down to something psychologists call intermittent reinforcement where a behavior like rolling attacks earns inconsistent and unpredictable rewards. Intermittent reinforcement built the casinos along the Las Vegas Strip and it’s why no one would play a slot machine that returns exactly $0.97 every time you drop a dollar. To be fair, the version of the MCDM RPG I played used a different combat mechanic where players just rolled damage, so even the biggest roll on a formula like 2d6+6 yielded just 5 more points than average. The new mechanic allows bigger results for big rolls and undoubtedly plays better.

Swingy d20s

Both the MCDM RPG and Daggerheart adopt core mechanics that have players rolling two dice and summing the total. In the MCDM RPG it’s 2d6; in Daggerheart it’s 2d12. Both games have a good reason to avoid the single d20 roll in D&D. When you roll 2 dice and sum the results, numbers in the middle become much more common, creating a bell curve. When you roll just one 20-sided die, extreme results prove just as common as average results. That leads to the sort of wacky outcomes that frequently seen in D&D games where the mighty thewed barbarian slams into the door, rolls a 2, and bounces off. Next, the pencil-necked gnome wizard kicks the door, rolls an 18 and it crashes open. With a d20 roll, the roll swamps the influence of a character’s abilities. Some d20 games try to reward expert characters by giving them very high modifiers. A character with something a +15 skill bonus stands out from one with no bonus, but then to challenge that character, GMs need difficulty classes like 30, which become completely unreachable for most characters. So high-level adventures start including impossible obstacles for parties that lack the right sort of character. (See Why D&D’s d20 Tests Make Experts Look Inept and How to Make the Best of It.)

By adding two die rolls to get a bell curve of results, expert characters start to feel like experts who reliably succeed, and average characters need extraordinary luck to accomplish difficult tasks. All that happens without forcing the game to set difficulties that make tasks impossible for average characters.

Advantage and disadvantage.

Gamers love how fifth edition’s advantage and disadvantage mechanic streamlines all the fiddly +1 and +2 modifiers included in earlier editions of the game. The new edition also removes past rules for how these modifiers stack. Instead, advantage and disadvantage provide a simple, compelling alternative. It’s a blunt adjustment, but considering how swingy d20 rolls are anyway, the coarse mechanic hardly seems to matter in play.

To me, and apparently to the designers of the MCDM RPG and Daggerheart, the worst part of advantage and disadvantage stems from how it never stacks. If a character has a consistent way of gaining advantage, other decisions, tactics and character traits that grant advantage stop mattering. The game feels flat. This is why cover—an easy advantage to consistently gain—typically imposes a -2 penalty rather than imposing disadvantage on attackers.

In Daggerheart, advantage and disadvantage don’t entirely wash out. If a character has two sources of advantage and one source of disadvantage, they still gain one advantage die. Because of the 2d12 bell curve, small modifiers make bigger differences, so advantage means just rolling an extra d6 and adding the results.

In the MCDM RPG, the 2d6 rolls provide an even narrower range of numbers, so the design team settled on modifying the roll with up to two edges of + 1 or two banes of –1. That feels less exciting than rolling extra dice, but it worked best in testing.

Initiative

Both Daggerheart and the MCDM RPG attempt to improve on D&D’s cyclical initiative system.

In the MCDM RPG, characters can go in any order as decided by their players. The game master takes a turn after each of the character’s turns. In D&D, when a solo monster rolls a poor initiative, the entire party gets to unleash their best spells and attacks first, potentially turning an exciting fight into a quick execution. The MCDM RPG’s alternating initiative prevents such a letdown while providing a more consistent experience.

Daggerheart goes for a looser system that feels even more freewheeling and narrative. Players can take a turn whenever they like. One player can even take multiple turns in a row. I suspect the designers intend to enable heroic moments where characters can string actions into sequences that feel cinematic without the game’s turn order interrupting each moment with 10 minutes of everyone else’s turns.

This goal doesn’t always happen, because a roll with Fear gives the next turn to the GM, but with a bit of luck the game can unlock cinematic, heroic moments.

Naturally, some gamers worry that such a loose system will encourage players to hog the spotlight, and certainly that fear seems valid. I’ve played games where one player with the party’s best interests at heart tried to help us “win” by dominating the action like a superior basketball player might try to help the team by taking every shot.

Still, D&D became a better game when designers stopped trying to fix obnoxious players. Most players strive to share the spotlight. However, the real trouble is that both MCDM and Daggerheart’s systems threaten to slow the game’s pace during combat.

Before third edition, most D&D groups used side initiative, so the party and the DM each rolled a die and the side with the best roll went first. During a party’s initiative, they decided the characters’ turns to act. Most tables rolled initiative every round, and that added some exciting uncertainly, but all this added friction. Third edition’s lead designer Jonathan Tweet says, “It takes forever to go through the round because no one knows who’s next and people get dropped.”

The third-edition team decided to try a rule that originated in some West Coast D&D variants like the Warlock rules devised at Caltech and the Perrin Conventions created by future Runequest designer and D&D contributor Steve Perrin. That variant was cyclical initiative where everyone rolls to establish an order and the order stays the same throughout the fight. “It feels more like combat because it’s faster. By the end of the turn, by the end of the 5 hours playing D&D, you’ve had way more fun because things have gone faster.”

Fifth edition’s initiative system removes decision making to make play faster. Unlike in past editions, players can’t even delay their turns. The designers imposed this restriction to speed the pace of combat.

Designer Monte Cook says, “If you can look at something that happens 20, 30, 50 times during a game session, and eliminate that or decrease it hugely, you’re going to make the game run faster, more smoothly. That idea is now a big part of my game designer toolbox.”

Combat escalation

In D&D, major battles typically start with characters unleashing their most powerful spells and abilities, sometimes turning a climactic showdown into an anticlimactic beat down. But if the foes survive and the fight wears on, depleted characters start grinding with basic attacks. Instead of rising excitement, the game sputters. Both the MCDM RPG and Daggerheart give characters resources that can replenish or even increase during combat. In the MCDM RPG, various heroic resources like rage can increase; in Daggerheart Hope can increase. Especially in the MCDM RPG, this helps create a sense of escalating action in battles. Meanwhile, a growing stack of Fear tokens can lead to a growing sense of peril.

The MCDM RPG even adds a resource called victories that makes characters stronger as they press on during an adventuring day. Instead of encouraging a 5-minute adventuring day, the system encourages players to test their limits like real heroes.

Resolution transparency

When I played Daggerheart, my character Garrick included a feature that seemed intended to foster looser, more narrative play. His battle strategist feature made him especially good at combat maneuvers like shoves, grapples, and trips. However, the playtest lacks any rules for these sorts of maneuvers. Perhaps I’m shackled to an outdated mindset, but I feel more comfortable playing in a system where I understand how my character’s actions will be resolved. If every use of an ability means that the GM and I must improvise a fair way to resolve the action, then I’m inclined to skip delaying the game for that discussion.

Ability scores

Both Daggerheart and the MCDM RPG use ability scores that parallel the scores used in D&D. Both systems take advantage of their clean-sheet designs to replace some of the scores’ names with more suitable terms. For example, both systems replace Charisma with Presence, a term that removes the implication of comeliness, leaving just force of personality. Daggerheart makes another interesting revision. It replaces Dexterity with two scores: Agility and Finesse. In D&D, Dexterity proves too valuable, so players build quick characters and the PCs in play show less variety. By turning Dexterity into two scores, Daggerheart gives each score a more equal value in the game. Daggerheart drops another score that D&D makes too valuable: Constitution. Every D&D character is alike in boasting a stout Constitution, and that means the score does little to make characters distinct. Instead, in Daggerheart, a character’s hit points mainly depend on their class.

Death

D&D makes dropping to zero hit points easy but dying—except at first level—nearly impossible. This makes difficult battles into unintentionally comical scenes where characters keep flopping to the ground, presumably at death’s door, only to be repeatedly revived. The rules even inspire a counterintuitive strategy where a player might refuse to heal friends until they lay dying because damage below 0 heals for free. This robs any sense of peril from going near death. Players with a dying character worry more about losing a turn than losing a character. If no one bothers to pour a potion in your character’s mouth, then rolling a death save instead of taking an action provides D&D’s ultimate feel-bad moment.

When a D&D character defies the odds and really dies, the game tends to make the big moment into the anticlimactic result of a series of lost turns and bad death saves. We want characters to die in heroic blazes of glory that feel cinematic rather than by bleeding out into the dirt.

Both Daggerheart and the MCDM RPG introduce rules for death and dying that vastly improve on D&D by giving characters a shot at a heroic finale.

In the MCDM RPG, a character with 0 or less Health becomes unbalanced. They can still act but most actions cost them 5 more Health. If the negative Health value reaches half their Health maximum value, they die. This challenges players to decide how much they wish to press their luck. Should a character risk a blaze of glory or shrink back to safety? Characters die because they dared for glory.

Daggerheart gives characters with no hit points a choice of death moves:

  • They can take an action, gain an automatic critical success, and then die.
  • They can risk their lives on a die roll. If they roll Hope, they regain Hit Points; if the roll Fear, they die.
  • They can drop unconscious and “work with the GM to describe how the situation gets much worse.” This option risks permanently reducing your character’s capacity for Hope by one. New Characters can accumulate up to 5 Hope tokens. If that capacity ever drops to 0, the hopeless character must end their journey.

When designers create D&D’s sixth edition, they should look to Daggerheart and the MCDM RPG for inspiration, but until then these rules count as the best ideas to steal for your game.

Durable first level characters

In D&D, first level characters are a durable as soap bubbles, so new players typically enter the game at its most dangerous. New players who lose characters often have a bad play experience and decide D&D isn’t the game for them. They might be wrong, but they walk away anyway. Both the MCDM RPG and Daggerheart make new characters durable, a feature that D&D gained with fourth edition and lost with fifth. If you’re listening to me now, you might be a D&D enthusiast who lost characters in their first game and kept playing, so you might argue that I am making a problem out of nothing, but that’s survival bias that ignores all the potential fans who quit because their characters died during their first session. None of those folks are reading this post now.

As for my first games of the MCDM RPG and Daggerheart, both games left me ready for more.

D&D’s Biggest Controversies Ranked—7. D&D changes the game’s original handling of races and humanoids

When D&D creators Dave Arneson and Gary Gygax adopted the word race for the playable species in D&D, they used the term in the same sense as the human race. More commonly, “race” refers to human groups who share superficial traits common to their ancestry, and that use recalls a long history of people using ancestry and appearance to justify mistreating and exploiting people. The choice of the word “race” weighed the game with problems that lasted until today. And D&D’s issues with race go beyond the baggage that weighs on the word.

“In the old days, elves and dwarves and some of the other playable options were very much the product of folklore, and in folklore, elves and dwarves were embodied metaphor,” said D&D’s lead rules designer Jeremy Crawford. “They were metaphors for different aspects of the human psyche. So elves were often associated with more elevated lofty aspects of the human psyche. Dwarves were often associated with the industriousness that some people manifest.” If fairy tales, these metaphors became talking creatures. “You can meet a demon that’s embodied evil. You can meet an angel that’s embodied good. You can meet a dwarf that’s the embodiment of industriousness and hardiness.”

Often gamers enjoy playing metaphors and relish taking the role of an ale-loving, hammer-smacking dwarf who craves gold. Sometimes gamers like to play characters who stand out for their unique qualities, such as a dwarf wizard who happens to love tea and gardening. When the D&D team made faeries a playable race, tiny barbarians became widely popular. A chance to play a raging fairy that felt one of a kind delighted players.

Through most of D&D’s history, the rules penalized or blocked players who wanted a character who defied a race’s archetype. At first, rules blocked many combinations of race and class, so a dwarf simply couldn’t become a wizard. Later, the game added racial ability score modifiers that encouraged characters to fit the archetype of their chosen race, so half-orcs gained strength and constitution, but lacked charisma. Originally, half-orcs only excelled as assassins. The modifiers meant a player who wanted to play something like a dwarf wizard had to settle for a less efficient character. Most players disliked suffering a penalty just to play a certain combination of race and class.

Also, ability score modifiers raise troubling reminders of how real ethnic groups can suffer from racist stereotypes that paint people as lacking certain aptitudes. D&D’s unfortunate use of the word “race” makes those reminders far more powerful. D&D races can include robot-like warforged, tiny fairies with wings, and humanoid dragons that breathe fire and lay eggs, but they all represent sorts of people in the game world.

In 2020, the D&D team decided that some of the game’s rules and lore aimed at treating non-human game people as metaphors had to go. To “pave the way for truly unique characters,” Tasha’s Cauldron of Everything stopped linking ability modifiers to race. Now, players could create a dwarf wizard with a green thumb without settling for a less efficient build than a similar character who happened to be an elf.

Players also wanted game people to have just as much potential to be good and virtuous—or to be wicked—as real people.

Humans have a knack for imagining human-like qualities for animals, monsters, and even inanimate objects like desk lamps. When a human-like character also shares qualities associated with a human group, we tend to imagine that that character as part of the group, so a cartoon truck with eyelashes and a bow seems female. When imaginary creatures share qualities associated with real human groups, this tendency can create troubling associations. For example, Gary Gygax created drow to resemble the photo-negative of Tolkien’s elves. Instead of having dark hair and white skin, drow featured white hair and black skin. A dark-skinned race characterized as evil without exception creates a troubling association. Drow are imaginary, and Gygax never intended to link drow to real races, but the association remains. Suppose you read a children’s book featuring imaginary talking dogs. In the tale, all the golden dogs are good and pure, while all the brown dogs are wicked and savage. Instead of thinking, “Well, they’re just imaginary talking dogs,” you would say, “Oh, hell no,” before hurling the book across the room.

The D&D team wrote, “Throughout the 50-year history of D&D, some of the peoples in the game—orcs and drow being two of the prime examples—have been characterized as monstrous and evil, using descriptions that are painfully reminiscent of how real-world ethnic groups have been and continue to be denigrated. That’s just not right, and it’s not something we believe in.”

This belief shows in the alignments listed for creatures in the game. The 2014 Monster Manual listed drow and orcs as evil, but newer books characterize them as having “any alignment.” Even demons and angels now get “typical” alignments rather than unvarying ones. Some of this just reflects an extra emphasis. The 2014 Monster Manual already explained that “the alignment specified in a monster’s stat block is the default. Feel free to depart from it and change a monster’s alignment to suit the needs of your campaign.”

More recently, the D&D team announced that the 2024 update to the game would scrap the term race, likely in favor of the word species. Unlike races, the differences between character species go beyond superficial, so the term “species” fits better, even if its flavor seems a bit scientific for a fantasy game.

Some folks have pointed out that the word “species” brings as much historical baggage as “race,” because real world racists once pretended that people who looked different were different species, and then used that as a way to justify all sorts of injustices. Still, “species” likely rates as the best of all the imperfect options.

The controversy came from different perspectives. Some gamers favored characters that fit mythic archetypes—a valid preference. Some gamers loved the D&D they grew up with and felt angry about any changes that implied the old game included elements that felt racist. Some gamers wanted a game with unalterably evil humanoids, so young and old orcs could be killed without question. And many just followed an allegiance to their ideological team and raged at change.

Next: Number 6.

Related: How D&D’s Rules Changed To Encourage More Varied Groups of Heroes Than Those in the Pulp Fantasy That Inspired the Game

Ten Insights into the One D&D Playtest of Expert Classes

The Dungeons & Dragons team released the second One D&D playtest document, which focuses on the Bard, Ranger, and Rogue classes. Like the first packet, the changes in this release convince me that the update remains in good hands. Nonetheless, many changes deserve attention. This post avoids repeating things lead designer Jeremy Crawford mentioned during his video commentaries on the release.

1. Hubris and power level. The D&D team runs public playtests to measure players’ enthusiasm for rules and game elements, rather than to measure power levels. So each packet begins with friendly reassurance that power levels may change. “Don’t worry about broken features,” the note seems to suggest. “Count on us to set the power levels ourselves.” But from Sharpshooter, to healing spirit, to twilight domain clerics, the team keeps releasing features with busted power levels, so I feel unconvinced. Still, during his video, Jeremy Crawford says that future playtest packets will revisit the successful elements, enabling fine tuning.

2. Rules that give the Sage some rest. Even though the D&D team hasn’t shown an unerring sense of power levels, I’m certain the team boasts a hard-won understanding of the rules that raise questions and cause confusion. Jeremy logs D&D’s common misunderstandings and pain points. Exhibit A: The playtest changes Armor Proficiency to Armor Training, so folks learning the game can stop wondering where to put the proficiency bonus when they wear armor. I’ve seen proficiency bonuses mistakenly added to AC, creating bulletproof characters.

I suspect Jeremy never wants to explain how jumping fits with movement either. How else can we explain the playtest separating jump into an action? At that price, no one will ever jump again.

Credit—or blame—the playtest’s careful rules for hiding, influence, and searching on a matching drive to add rigor to certain common tasks. During the fifth edition design, the team opted to favor a dungeon master’s judgement to handle such actions. Rodney Thompson described the goal. “We want a system that makes it easy to be the DM, and at the same time trusts the DM to make the right call for any particular situation, rather than create many highly specific chunks of rules text in an attempt to cover every possible situation.”

The 2014 rules for Stealth and Perception, for example, left room for a lengthy Sage Advice discussion. The playtest rules work to pave over the DM’s judgment and the monsters’ passive perception in favor of a roll against a close-enough DC of 15.

Apparently the D&D team also listens to complaints about a lack of social interaction rules. The playtest moves some social interaction guidelines from the Dungeon Master’s Guide to a place where the table’s rules lawyer can more easily cite them at the table as the reason Vecna must cooperate based on a strong persuasion check. I’m all for helping tables handle social interaction, but leave DMs room to work.

3. Class groups. The playtest recalls the Warrior, Mage, Priest, and Rogue class groups introduced in 2nd edition by putting classes into similar sets. “A Class Group has no rules in itself, but prerequisites and other rules can refer to these groups.”

I imagine a design meeting where the team matched classes to groups, and then faced a jumble of leftovers like Bard, Ranger, and Rogue that defied an obvious group name. What did these classes share in common? They all rate as the most knowledgeable and skilled in their province, whether a tavern, a back alley, or the wild. Designing each class around Expertise and calling the group Experts builds on that trait.

The Expertise feature doubles a character’s proficiency bonus, so at higher levels an expert can succeed at nearly impossible tasks and routinely accomplish merely difficult ones. D&D tests use a d20 roll, and the 1-20 random swing can overwhelm the relatively small bonus delivered by proficiency and ability scores. Even the most talented and skilled characters often fail, creating a system that often fails to reward competence. Expertise delivers enough of a bonus to reward masters of a skill with a reliable chance of success.

Meanwhile, the playtest’s jump rule seems designed to enable a gross range of possible outcomes. An average, untrained person making a running jump for maximum distance can leap between 5 and 20 feet. If this rule had reached print in the 80s, Space Gamer magazine’s Murphy’s Rules cartoon would skewer it for laughs. Basketball games in D&D worlds must be something to see.

4. Inspiration works the way most players think it works. In the last playtest, Jeremy Crawford championed some changes that matched the game rules to the way players incorrectly assumed the game worked. That goal makes this playtest’s change to inspiration inevitable. Players can use inspiration to re-roll after rolling a d20 test. This makes inspiration more valuable, but under the old inspiration rules, few DMs awarded much inspiration, so the house rule’s bigger benefit hardly mattered. My earlier post discussed the merits of giving inspiration for 5% of d20 tests, and how that generosity tilts a game already stacked in the players’ favor. Won’t someone think of the monsters?

5. Bards stay busy every moment. The playtest class descriptions feature numerous small changes that improve play. For example, the Bardic Inspiration and the Cutting Words features include changes that improve the Bard’s agency and remove a source of friction. Now instead of giving another player a Bardic Inspiration die to control and often forget, bards can use their Reaction to add an inspiration roll to a failed d20 Test.

The new design eliminates the requirement that players choose to use a Bardic Inspiration die after they make their rolls, but before the DM determines whether the attack roll or ability check succeeds or fails. That requirement interrupted than natural flow of the game. For Bardic Inspiration, the requirement also blocked the DM’s option to reveal DCs and ACs despite the advantages of transparency. Now in the game fiction, the bard sees a companion falter and gives a magic boost that might win success.

6. Hunters mark gets a fix. The 2104 ranger class suffered from an need to concentrate on the hunter’s mark spell, which underpins the ranger’s flavor as someone who targets prey and pursues it to the finish. With a duration marked in hours, hunter’s mark seems meant to last through a ranger’s daily adventures. But the spell requires concentration, so 2014 rangers who cast another concentration spell lose their mark and what feels like a key feature. Also, 2014 rangers who aimed to enter melee suffered an outsized risk of losing their mark. The playtest version of the ranger no longer needs to concentrate on hunter’s mark. In the last 8 years, would that errata have proved too much?

6. Playing a spellcaster becomes less daunting. Jeremy Crawford says the need to pick spells means that “sometimes playing a spellcaster can be a little daunting.” So the playtest classes add recommended spells to prepare. Good idea. I created a list of recommended spells for wizards, but 2014 spellcasters can prepare different numbers of spells based on an ability score, and that variable added complication to my lists. The playtest rules cut the formulas for number of spells prepared in favor of letting characters prepare spells equal to their spell slots. I’m happy to never again search the class descriptions for the formulas that I never remember.

7. Free hands and spellcasting. D&D’s rules for spellcasting components aim to reinforce the classic flavor of the game’s classes while adding the dash of balance that comes from, say, not letting Wizards equip shields. The simplest measure of these rules’ success comes from 4 tests.

  • Do the rules encourage Wizards to carry an arcane focus in one hand while leaving the other hand free?
  • Do the rules prevent exploits like letting you equip a shield between turns to maximize AC, and then stow a shield on your turn to cast spells? (DMs can say no, but we like the rules to back us up.)
  • Do the rules enable Clerics to equip a shield, carry a weapon, and still cast spells?
  • Do the rules enable Rangers to have two weapons or just a sword and shield, and to cast spells without any juggling?

Rules as written, fifth edition passes the first 2 tests, complicates the third test by requiring a cleric to free a hand to cast cure wounds (see the first question answered on page 16 of the Sage Advice Compendium), and botches the fourth test. Sure, a dual-wielding ranger can use their free, manipulate-an-object action on one turn to sheath a sword, and then on next turn use another free action to get out their components, and players can keep track from turn to turn, but few players see that as a fun enhancement to the heroic action. Ranger players could take War Caster, but the rules shouldn’t impose a feat tax just to allow the things we expect of rangers. Also, letting rangers do their thing hardly overpowers the class.

To be fair, the playtest makes a change that eases some of the friction. Now the attack action allows characters to “equip or unequip one Weapon before or after any attack you make as part of this Action.” I like how this enables characters to switch weapons in a single turn without dropping one, but the measure fails to let rangers be rangers without a juggling act.

8. Class capstone abilities come sooner so they get used. The 2014 classes rewarded players who reached level 20 with capstone features that often seemed almost too good. But level 20 represents the end of a character’s career, so players seldom flaunted those wahoo abilities for more than a session. The playtest classes move the capstone features to level 18, so players gain more time to savor them. Levels 19 and 20 now gain more ordinary-feeling rewards. For some players, this change makes the capstones feel less like an aspirational target to seek as the crowning achievement of a character. I say level 18 rates as enough of an achievement to reap these rewards.

9. Why would anyone take the Ability Score Improvement feat? The designers of the 2014 version of fifth edition made feats an optional system that groups could skip in favor of a simpler game. So the 2014 team tried to design feats that matched the power of a +2 ability score increase. Clearly, the One D&D team sees little point to keeping feats optional. Who can blame the team for this conclusion? I never saw a table choose not to use feats.

When Jeremy Crawford touts the playtest’s feats, he boasts that nearly all increase the power of the older versions. They achieved this using the highly technical design technique of packaging every 4th-level feat with an extra +1 ability score boost. Many feats nearly match the 2014 versions that the designers judged as powerful as a +2 ability score bonus, except now boosted by an extra +1, making them as good as a +3. Someone please check my math.

With One D&D awarding feats at level 1, and offering boosted feats at level 4, characters keep getting candy. I hope the monsters get some help keeping up. Won’t someone think of the monsters?

Does anyone else consider feats that bundle a +1 ability score bonus a nuisance? Odd numbered ability scores deliver no bonuses, so without planning, those +1 increases can feel wasted. For new players, the wasted +1 feels like a gotcha. For lazy players like me who rarely plan a character’s career, same.

The monsters and I applaud one change: The designers fixed the worst thing in D&D, the Sharpshooter feat, by removing the +10 damage option. I have just one note: Find a different benefit than bypassing cover.

Erasing the effect of cover means ranged characters can mostly ignore tactics, making combat less interesting for their players. Meanwhile, as a DM, I can counter sharpshooters by having monsters move out of total cover to attack before moving back to total cover. If sharpshooters cope by readying attacks, they lose their extra attacks and bonus action attacks. Unless you relish tactical crunch, none of this tit-for-tat brings much fun, so I would rather just play monsters benefiting from partial cover.

10. Can guidance be saved? The 2014 version of guidance rates as the game’s most useful cantrip and its biggest nuisance. Simply by interjecting “I cast guidance” before every single skill check, the cleric gets to improve d20 rolls by an average of 2.5. This proves both useful and tiresome. Frequently in play, someone blows a check, the cleric remembers forgetting the guidance mantra, and the game halts while players plead to add retroactive guidance. Forgetting guidance creates a feel-bad, gotcha moment. I’ve seen some tables bypass the I-cast-guidance spam by just adding a d4 to every skill check. I assume the DM secretly raises every DC by 3. Should we drop guidance from D&D and call it a win? In the cantrip’s favor, priests praying for divine guidance reinforces these classes’ flavor.

The playtest includes a new version of guidance that makes the spell less spammy. Plus the new version’s limit that characters can only benefit once per day might weaken the spell to extinction. I’m okay with that.

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.

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.

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.)

If a Mind Flayer Fed on D&D Characters’ Brains, It Would Go Hungry. Should PC Intelligence Matter?

In modern Dungeons & Dragons games, intelligence vies with strength as the most common stat where players dump their characters’ lowest ability score. Of classes in the Player’s Handbook , only wizard requires intelligence, a prime requisite that rarely figures in saving throws. And unlike in earlier editions, high intelligence no longer brings more skills or even languages. Am I the only dungeon master who spots a mind flayer in an adventure, realizes that only a wizard can make an intelligence save against a psionic blast, and feels a shameful excitement? We DMs rarely get a chance to stir panic by exploiting a weakness the players chose for themselves.

In original D&D, intelligence brought even fewer benefits than in the modern game. The rules lacked intelligence saves and checks.  Magic users needed the stat, but otherwise smart characters only gained languages. Still, at some tables, low-intelligence characters came with a steep penalty.

The Elusive Shift by Jon Peterson chronicles how after the release of D&D in 1974, discussion brought roleplaying from a single, revolutionary game to a mature hobby. The discourse started in fanzines like Alarums & Excursions and spread to magazines like Different Worlds, which treated roleplaying as a new art. The book shows how many seemingly modern controversies about styles of play actually date back to 1975 or so. For instance, gamers have argued about whether game masters should favor storytelling over impartiality almost since the first mention of D&D in a mimeographed zine.

One debate described in The Elusive Shift  seldom reappears now. It stems from the original D&D rules and this line: “Intelligence will also affect referees’ decisions as to whether or not certain actions would be taken.” In other words, dungeon masters could bar low-intelligence characters from taking clever actions dreamed up by a smart player.

The implications of intelligence go two ways. In 1975, Lee Gold wrote that when a player proposed an action too rash for a wise character or too dumb for a smart character, “a dungeon master should legitimately overrule a person’s call for his character.”

Especially in the days of roleplaying, when everyone generated characters randomly, many gamers saw playing low intelligence or low wisdom as both a penalty and as a demonstration of roleplaying skill.

In Alarums & Excursions issue 13 (1976), Nicolai Shapero wrote, “If I have a character with an intelligence of 6, and a wisdom of 8, I refuse to run him the same as an 18 intelligence 18 wisdom character. This has cost me characters…it hurts, every now and then.” However, he insisted that “it is a far more honest way of playing.”

Some gamers wondered if the players who ignored their character’s intelligence even counted as roleplayers. Did such gamers just play a game of puzzle-solving and battle tactics? Meanwhile, the gamers who favored tests of skill preferred games where players needed all their own wits to survive.

Nowadays, some players enjoy playing a low-wisdom character as someone who ignores signs of trouble and takes risks. Such recklessness leads to a more exciting game. But few players enjoy stifling their own ingenuity to play a lower intelligence. To be fair, the intelligence of a modern D&D character typically bottoms out at 8, just below average, but I suspect most D&D players are far more clever.

How do you roleplay intelligence and wisdom?

How to Build a D&D Cleric Who’s Super Fun in a Fight

In Dungeon & Dragons, clerics suffer from a reputation as the dull class that folks dutifully play to support the party. Forget that. In fifth-edition D&D, clerics can enter a fight like a tornado, damaging every foe around them, dodging blows, and attacking, all in the same turn.

Plus, their faith gives clerics a ready-made hook for playing the sort of big personalities that make roleplaying fun.

At level 5, D&D classes leap in power. Martial classes typically gain an extra attack, potentially doubling their damage dealing. Monks gain Stunning Strike. Wizards and Sorcerers gain fireball, which delivers 5th-level power for a 3rd-level slot. Bards and Warlocks gain hypnotic pattern, a spell that turns fights into beatdowns. (See How Part of D&D that Everyone Avoided Shaped the 5th-Edition Power Curve.) The 3rd-level spell that lifts clerics in power lacks the flash of fireball or hypnotic pattern, but it makes clerics more fun in a fight.

Spirit guardians summons spirits that surround you to 15 feet and that damage enemies who enter or start their turn in that sphere. Spirit guardians rates as one of the most efficient spells to up-cast with a higher-level slot. I played a cleric to 20th level and loved casting spirit guardians at 8th or even 9th level to deal 8d8 or 9d8 damage to any foes near me. Clerics on the move take their 15-foot sphere of divine fury across the battlefield, forcing more foes into the destruction. If the party ever gains boots of speed, give them to the cleric!

Spirit guardians suffers from an obvious drawback and an overlooked one. Obviously, the spell requires concentration while encouraging clerics to go into the thick of a fight. Also, the spell requires clerics to see allies to exempt them from the guardians. That means invisible allies or even friends around the corner can’t be spared.

Tactics

Starting at 5th level, the fun battlefield cleric starts combat by casting spirit guardians and moving into the thick of battle. On turn two, cast your favorite combat cantrip—or just dodge—plus cast spiritual weapon for another strike, and then keep moving to include the biggest groups of foes in your radiant doom.

Ability scores

To build a cleric, make Wisdom your highest score, followed by Constitution. Choose an odd-numbered Constitution score. Traditionally, clerics rely on Strength, but a cleric’s cantrips can bring more damage than weapon attacks, especially with the Blessed Strike option in Tasha’s Cauldron of Everything. Only domains that grant heavy armor proficiency might actually benefit from Strength. A 13 Strength enables you to wear an affordable suit of chainmail without losing speed. A 15 Strength enables you to wear plate without slowing. Low strength dwarves can wear heavy armor without losing speed, so ironically the D&D rules reward creating agile, pencil-necked dwarves who defy their archetype. If your domain lacks heavy armor proficiency, choose Dexterity as your third highest score.

Why choose an odd Constitution score? Clerics surrounded by spirit guardians become an immediate target for attack. Through any damage, they must maintain concentration by making Constitution saves. The War Caster feat can help, but the Resilient (Constitution) feat proves better. If you start with a Constitution of 13, then taking Resilient (Constitution) before level 5 adds 1 to Constitution and helps your save about as much as War Caster. Then your save continues to improve with your proficiency bonus. If you play your cleric to high levels, you can add War Caster later.

Race

If your campaign uses the standard rules for ability scores in the Player’s Handbook, hill dwarves and variant humans make particularly good clerics. Wood elves also work well if you favor Dexterity and speed over Strength. If your campaign uses the custom origins from Tasha’s Cauldron of Everything and you prefer weapon attacks, pick a high elf and choose Booming Blade as your bonus cantrip. You can strike a foe, and then when they flee your spirit guardians, they take thunder damage. This combination works best with cleric domains such as life and tempest that grant the Divine Strike feature.

Domain

The forge and tempest cleric domains excel for clerics capable of fun battlefield fury. Both domains grant heavy armor proficiency.

Forge. The forge cleric brings improved AC to heavy armor and the 1st-level searing smite spell powers weapon attacks until you gain better spells to concentrate on. Opt for Strength over Dexterity. At level 7, you get the underrated wall of fire spell. Sadly though, wall of fire also competes for concentration.

Tempest. Once tempest clerics cast spirit guardians and become a target, they can use Wrath of the Storm to heap punishment on foes who hit back. Plus, the spell thunderwave and the Thunderbolt Strike feature both let you push away creatures so you can move freely around the battlefield. The tempest domain makes a flavorful combination with that high elf who makes attacks backed by the booming blade cantrip.

Other domains gain some versatility while remaining especially fun in a fight.

Life. Choose a life cleric to gain the durability of heavy armor while becoming the best healer in the game. Tasha’s Cauldron of Everything adds the aura of vitality spell to the cleric list. This domain gives that spell game-breaking power. (See The 7 Supreme D&D Character Builds for One Thing.)

Light. Choose the light domain if your notion of fun in a fight includes blasting things with fireball. For a light cleric, opt for a high Dexterity and ignore Strength.

Essential spells

Cantrips. Select guidance. Forge, tempest, and other clerics who favor weapon attacks should prepare sacred flame for the undead-slaying potency of radiant damage. Clerics who rely on damaging cantrips should choose toll the dead for maximum damage—unless you roleplay your light or life domain cleric as someone loyal to their ideals. (If you’re not a grave domain cleric, you can still prepare toll the dead, but you should feel bad about it.)

1st level. Prepare healing word to heal without slowing your attack. Add guiding bolt for attacks at range. Before 5th level, prepare bless. Once you reach 5th level, spirit guardians becomes a better spell to concentrate on.

2nd level. Prepare spiritual weapon. Aid makes one of the game’s best spells to cast using a higher-level slot. Although silence requires concentration, prepare it. Silence hinders enemy spellcasters, stops guards from calling for help, and lets you chop through doors without announcing your location.

3rd level. Prepare spirit guardians, mass healing word, and revivify. Invest 300 gp in diamond dust for revivify’s components. You may rarely cast revivify, but when you do, you become party MVP.

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