Tag Archives: Greg Bilsland

Wizards of the Coast Announces More D&D for Everyone, but Not All of It’s for You

At Gen Con, Dungeons & Dragons franchise head Dan Ayoub joined various D&D team members and stars connected with D&D to reveal future plans for the game and franchise. They announced more D&D for everyone, but not all of it’s for you.On stage in 2026, D&D Franchise Head Dan Ayob announces the release schedule for the year ahead

D&D Icons

Even though the D&D Icons program looks 40-some years back rather than ahead, it led the announcements. Surely, the presence of Joe Manganiello at the presentation vaulted his program to the top. Joe rates as one of the biggest stars who flaunt a passion for D&D. He serves as chief creative officer of the Icons initiative. The Icons initiative links upcoming, and mostly unspecified, D&D products to creative titans from D&D’s past.

The D&D Icons program starts with four creators :

  • Luke Gygax, son of D&D co-creator Gary Gygax and, of his six children, the biggest contributor to their father’s D&D legacy.
  • Margaret Weis and Tracy Hickman, authors of the Dragonlance Chronicles trilogy of novels, the fiction which introduced D&D’s Dragonlance setting to readers in 1984.
  • R.A. Salvatore, creator of Drizzt Do’Urden, the Forgotten Realms setting’s most popular character. He has written more than 40 books set in the Realms.

If you needed to read those descriptions to identify any of the icons, then the program isn’t for you. Icons aims for the demographic of Dan Ayoub and Joe Manganiello, men who grew up reading Drizzt and Dragonlance books between D&D games. Guys in this generation—guys like me—grew up with every bit of popular culture aimed at us, so now, some of our peers feel confused and threatened when other demographics get attention. When Dan says D&D “lost its way,” and later brings these creators to stage, he hopes to excite gamers who feel puzzled because their 80s favorites seem sidelined. When Wizards of the Coast announced the third edition back in 1999, I watched Gary Gygax brought to the stage and I felt thrilled, so I understand the appeal of the icons. Gygax and the icons serve a similar purpose: They soothe long-time fans of D&D by showing them that the game still includes things they loved.

Despite the consulting contract that Gary signed in 1999, he just gave the third-edition team his blessing and wished them success. Perhaps the creators working as icons will have more input on the projects linked to their names, but except for the novels, newer designers will surely do the heavy lifting on the icons projects. That approach may create better releases. While the team that created the third edition stood on Dave and Gary’s shoulders, the new edition brought design innovations that the original creators could not have matched.

Oddly, the Icons project promises a return to settings that have all appeared recently in major D&D releases. Drizzt’s territory of the Icewind Dale rates as one of the most visited locations in fifth-edition products. Melf’s Guide to Greyhawk from Luke Gygax will appear in the wake of the Greyhawk coverage in the 2024 Dungeon Master’s Guide. The Dragonlance setting gained a hardcover release in 2022.

Universes Beyond

The D&D team announced Universes Beyond, a series of crossovers starting with one between World of Warcraft and D&D, and one between Star Wars and D&D.

Universes Beyond comes from the Magic the Gathering game. In 2025, the Final Fantasy set of Magic cards became the game’s highest-selling release, pushing the game’s Lord of the Rings and Avatar: The Last Airbender sets to second and third place. Such crossovers earn record sales by appealing to fans who don’t play Magic. The pairing works because so many collectors find trading cards irresistible even if they opt not to play the game.

Still, when fans of something like Final Fantasy collect the cards, many feel inspired to try playing Magic, and some become hooked. Hasbro CEO Chris Cocks called the crossover sets “probably the most successful new player adoption program that we’ve ever done.” Fat D&D game books lack the same collectable appeal as cards, so Dungeons & Dragons/Star Wars will never bring more than a fraction of the collectors attracted to a fan-favorite property crossed with Magic the Gathering. Still, D&D’s Universes Beyond crossovers aim to bring new players to D&D rather than to simply coax existing players to spend more.

Partnerships with outside studios

For existing fans of D&D, Wizards announced partnerships that will publish official content for Ravenloft, Eberron, and the Forgotten Realms, all written by outside studios.

The partners all boast experience making quality D&D content, and each brings an affinity for their chosen setting. The Ghostfire Gaming setting of Grim Hollow matches the dark horror tone of Ravenloft. Visionary Production & Design already produces Eberron books stewarded by the setting’s creator, Keith Baker. Starting with Hoard of the Dragon Queen in 2014, Kobold Press wrote the first two hardcover adventures released for fifth edition. Both featured the Forgotten Realms.

Adding so many setting-specific releases to D&D’s publishing schedule shows a daring change to the D&D’s team’s market strategy—a break from a lesson learned when D&D’s original publisher went to the brink of bankruptcy. In the 90s, TSR released a flood of settings and setting-specific products that split fans’ attention and spending. Fans of a setting tended to skip releases for as many as eight other settings, and so many products failed to recoup costs. Former D&D brand manager Jim Butler said, “TSR had too many product lines chasing too few customers.”

In the decades since, Wizards has avoided dividing customers with a flood of products that compete with each other. When they revisited a campaign setting, they published just a book or two for the setting, and they also avoided scheduling other releases that might battle for attention.

Now, the D&D team sees a customer base large enough for four or more settings to fight for fans’ budgets and time. “Players shouldn’t have to wait decades for D&D to return to a setting. We should be making it easier to adventure in those worlds,” D&D Executive Producer Greg Bilsland said. “The problem is, of course, we only have so many people on the D&D team and supporting all of our settings wasn’t feasible.”

Dark Sun

When I started playing D&D, the demons and occasional nudity in the advanced game flattered me by making me feel mature and by making playing seem like a delicious little rebellion. Now, with a new Dark Sun release scheduled for release as two books with a mature rating, I wonder how the rating will enhance the setting. The animated trailer revels in blood splatters and costumes that could fit in a catalog for fetish wear.

I suspect the D&D team opted for the mature rating for two reasons:

  • The Heavy Metal style adds spice and contrasts with the other fifth-edition settings.
  • The setting includes elements that now fit uncomfortably in a typical D&D game.

In early D&D, scenes where characters tortured their foes for information and slaughtered their foes’ babies seemed common. Now virtually all D&D games steer clear of such horrors and I welcome the change. The Dark Sun setting includes some of its own horrors that many gamers choose to avoid in a fun pastime. One example stands out. Dark Sun included slavery in the foundation of its world building. Chris S. Sims, one of the designers who worked on the setting for fourth edition, writes, “Slavery in Dark Sun isn’t like it is in the A series [of adventures], where it’s clearly villainy. In Dark Sun, it’s a cultural norm with a (spoiler) horrid, secret reason for keeping it. It can be an evil you fight, but presenting it as a cultural norm, baking it into some mechanics, implies it’s acceptable.”

D&D players enjoy battling evil, and many players see slavers as a good target for heroes. Other players find the subject of slavery too troubling for game sessions that should provide a fun escape. Either outlook is fine. The Dark Sun designers face the challenge of deciding how to accommodate the different perspectives. Perhaps, the mature rating helps.

Greyhawk: Crown of the Witch Queen

Of all the products announced for the coming year, Greyhawk: Crown of the Witch Queen seems like the one for me. Wizards touts the book as a full-length adventure, which suggests that the campaign starts at first level. The last campaign hardcover to start at level 1, Phandelver and Below: The Shattered Obelisk, released three years ago and revisited content from 2014. The upcoming adventure comes from the design team of Will Doyle, Stacey Allan, and Justice Arman. All three have worked on favorite adventures. The prospect of a new full-length campaign to play or run excites me.

Five new or different rules in the fifth-edition Dungeons & Dragons game

With the launch of the fifth edition of Dungeons & Dragons, the designers hosted panels at Gen Con 2014 introducing the game to new and returning players. You can listen to designers Rodney Thompson and Greg Bilsland at one of these sessions recorded by the Tome Show Podcast.

During the discussions, the designers listed 5 new or different things in the new edition. This post recaps that list.

First though, the designers explained the game’s core: Whenever a character’s action has an uncertain outcome, you roll a twenty-sided die (d20), add a bonus, and try to reach a target number. If your roll plus your bonus equals or exceeds the number, you succeed. In the game, players make three types of d20 rolls following this mechanic.

  • When your character tries to strike an enemy in combat, an attack roll determines whether the attack hits. To succeed, an attack roll must equal or exceed a foe’s armor class.
  • When your character attempts a task with a chance of failure, an ability check determines success. To succeed, an ability check must equal or exceed a difficulty class.
  • When your character resists a spell, trap, poison, disease, or similar danger, a saving throw determines whether the character succumbs. To succeed, a saving throw must equal or exceed a difficulty class.

As players make these d20 rolls on behalf of their characters, the dungeon master makes these rolls for the monsters.

These mechanics existed in earlier editions, but the fifth edition makes five, key additions:

1. Advantage and Disadvantage

When something in the game world improves your chance of hitting, succeeding at a task, or avoiding a threat, you gain advantage on your d20 roll. When you have advantage, you roll two twenty-sided dice and use the highest of the two die rolls. For example, when your foe cannot see you and properly defend, you might gain advantage on an attack . Similarly, when circumstances hurt your chance of success, you suffer disadvantage. When you have disadvantage, you roll two d20 and use the lowest of the two rolls.

Advantage and disadvantage don’t multiply. Even if you gain advantage from more than one source, you never roll more than two d20 dice. You cannot stack advantages. Likewise, If you suffer disadvantage from two sources, you still just roll two d20 and take the lowest. If you both gain advantage and suffer disadvantage on the same roll, they cancel and you roll one d20. Any number of sources of advantage and disadvantage cancel each other out, leading to rolling one d20. This spares players from having to count advantages and disadvantages.

Advantage and disadvantage replace most of the pluses and minuses that appeared in earlier editions, but the mechanic does not apply to cover. A target with half cover gains a +2 bonus to AC and dexterity saving throws. A target with three-quarters cover gains a +5 bonus to AC and dexterity saving throws. For more on this design choice, see “How cover and tool proficiency reveal choices in fifth-edition design.”

Reason for change. Third-edition D&D featured long lists of pluses and minuses that applied when the situation affected an attack or check. While these modifiers added realism, they slowed play, seldom made a difference, and were often overlooked. Fifth edition drops all the fussy calculation for advantage and disadvantage. While less of a simulation than a tally of pluses, the new mechanic plays quickly and eliminates math and memory demands.

“I just invented a new D&D term: Sadvantage. That’s when you have advantage and still can’t hit.” – Greg Bilsland.

2. Spellcasting and spell slots

Except for Rangers and Paladins, every spellcaster knows a number of cantrips. Cantrips can be cast at will, as often as desired. More powerful spells cost spell slots to cast.

Every spellcaster has a number of spell slots they spend to cast spells. As Rodney Thompson explains, slots are the fuel characters burn to cast spells. Spell slots have a level and you can spend them to cast a spell of equal level or lower. For example, you can spend a second-level slot to cast either a first or second level spell.

Many spells become more powerful when cast with a higher-level spell slot. For example, the first-level Magic Missile spell shoots another missile when cast with a second-level slot. Unlike in third edition, spells never grow more powerful simply because a higher-level caster throws them. Only spending a higher-level slot boosts their power.

Characters regain spell slots after a long rest.

Preparing spells. Characters in most classes must prepare spells before they can cast them. When you cast a spell, you spend a spell slot, but the spell remains prepared. Unlike in earlier editions, you can cast a prepared spell more than once, as long as you still have slots to spend. After a long rest, you can change the spells you have prepared.

Bards, Sorcerers, and Warlocks don’t prepare spells. They know spells that they can cast whenever they have slots to spend. You choose which spells your character knows as you gain levels.

Reason for change. This system grants casters an extra measure of flexibility. It spares players the risk of preparing spells that prove useless, resulting in a bad day of adventure.

3. Concentration

Many spells require their caster to maintain concentration to keep their magic going. These spells list durations such as “Concentration, up to 1 minute,” meaning that if the caster concentrates, the spell lasts a minute.

Losing concentration. A spellcaster can concentrate on just one spell at a time. You can cast other spells that do not require concentration without breaking concentration. You can end concentration on a spell at any time, without an action. This ends the spell’s effects, but lets you cast a new spell that demands concentration.

When casters maintaining concentration take damage, they must make a Constitution saving throw to keep their spell going. The DC equals 10 or half the damage suffered, whichever is higher.

Combining magical effects. When different spells’ overlap, the effects add together. The effects of the same spell cast multiple times don’t combine. Only apply the one spell with the most potent effect, such as the highest bonus. If that spell ends, then less potent spells may show their effects.

Reason for change. In earlier editions, higher-level parties might enter a fight blanketed with spells like Haste, Invisible, Fly, Blur, Polymorph Self, Resist Elements, and on and on. Players needed spreadsheets to track their bonuses, while the DM struggled to create any challenge. Then when the evil mage casts dispel magic, buffs disappear and all the numbers need recalculation. Concentration simplifies the game by limiting the magical effects in play.

Concentration forces the min-maxers to search harder for broken combinations of spell effects. Multiple spell casters can still combine effects, but the designers see this as teamwork, not as a single character dominating the game.

Concentration also opens tactical options. Casters become targets for foes aiming to break concentration and stop spells. For more, see “Fifth-edition D&D strategy for fourth-edition players: Kill the wizard.”

Not all spells with durations require concentration. A few spells such as Mage Armor, Mirror Image, and Fire Shield offer protection without concentration.

4. Proficiency

Characters have proficiency in the things they do well. A character can be proficient in armor, skills, saving throws, weapons, and tools.

Proficiency grants a bonus to the d20 rolls you make for attacks, saving throws, and checks. The proficiency bonus starts at +2 at level 1 and rises to +6 at level 19. Proficiency appears throughout the system.

  • When characters are proficient with a weapon, they add their proficiency bonus to the attack roll. When characters lack proficiency, they do not gain this bonus.
  • When characters cast a spell that requires an attack roll, they add their proficiency bonus to the roll. Spellcasters always gain proficiency with spells they can cast.
  • When characters make an ability check covered by one of their skills, they add their proficiency bonus to the check.
  • When characters are proficient with tools used to make an ability check, they add their proficiency bonus to the check. You never add a proficiency bonus for both a skill and a tool to the same check.
  • When characters are proficient with a type of saving throw, they add their proficiency bonus to those saves.

Proficiency with armor works differently from proficiency with everything else. Rather than granting a proficiency bonus, armor proficiency grants the ability to wear armor without disadvantage. This difference may confuse new players, but earlier editions handled armor proficiency in a similar manner.

Reason for change. Earlier editions of D&D featured countless tables showing bonuses for attack rolls and saving throws, and added additional bonuses for skills and proficiencies. The fifth-edition proficiency bonus simplifies by sweeping all these tables and rules into a single rising bonus. For more, see “How D&D Next moves toward a simpler core game” and “Proficiency and bounded accuracy in D&D Next.”

5. Bonus actions

Characters take just one action on their turn. Some class features, spells, and other abilities let you take an additional action called a bonus action. Three key limitations apply to bonus actions.

  • To gain a bonus action, something like a special ability or spell must state that you get a bonus action to do something. Otherwise, you get no bonus action. For example, when you take an attack action to attack with a light melee weapon in one hand, you can use a bonus action to attack with a second light melee weapon in your other hand.
  • You can only take one bonus action. For example, at second level, the Rogue’s Cunning Action class feature grants a bonus action to Dash, Disengage, or Hide. If your rogue also wields two weapons, then you must choose between using your one bonus for your Cunning Action or for a second weapon strike.
  • You can only take bonus actions on your turn. For example, your rogue cannot interrupt another turn to take the bonus action granted by Cunning Action.

Reason for change. Fourth-edition characters could gain numerous extra actions, which helped the game earn a reputation for long turns. Bonus actions speed play by limiting the number of extra things someone can do during a turn.

Top 3 rules questions from Dungeons & Dragons Next dungeon masters

Update: I’ve posted an updated version of this based on the final, fifth-edition rules.

I’ve played Dungeons & Dragons Next before, but Gen Con 2013 gave my first chance to run it. At the start of the convention, Jeremy Crawford and Greg Bilsland met with the D&D Next convention judges to answer questions about the rules. Later, I talked rules with other judges and, briefly, with D&D kingpin Mike Mearls. This post answers the top 3 questions dungeon masters asked about the D&D Next rules. Even if you’ve read the rules, the ready action probably works differently than you think.

Lloth, Demon Queen of Spiders

Lloth, Demon Queen of Spiders

1. What happens when a character is reduced to 0 hit points?

“When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.”

Notice that this rule avoids any talk of negative numbers. In D&D Next, negative hit points no longer exist.

Once you reach 0 hit points, you fall unconscious and must spend your turns making death saving throws, a DC 10 Constitution check.

  • If you fail three saves, you die.
  • If you succeed at three saves, you stabilize at 0 hit points and stop making saves.
  • The saves do not offset each other, so if you have two successes and two failures, you lie poised between life and death.
  • Anything that damages you while you have 0 hit points counts as a failed death save and, if you were stable, destabilizes you, restarting once-a-turn death saves from 0 successes and the 1 new failure.
  • A natural 20 on a save lifts you to 1 hit point.
  • A natural 1 on a save counts as two failed saves.

This system dispenses with the complexity of running totals of negative hit points and lets characters heal from 0, as in fourth edition. Short of a coupe de grace or massive damage, this makes characters hard to kill. I like the way these rules allow characters to fall in battle while avoiding the likelihood of permanent death.

2. Can players delay?

The rules include nothing about delaying, but not because the designers aimed to disallow the option. In the spirit of giving players the flexibility to do any reasonable action, I allow players to delay.

Mike Mearls said the designers probably deleted the delay option when they experimented with initiative by side. Early editions of D&D granted initiative to everyone on a side of a fight, so all the players go together and all the monsters go together. Side initiative brings some advantages:

  • It encourages teamwork by allowing all the players to act together.
  • Slow and indecisive players do not hold back the players who are ready to act.
  • Experienced players can more easily help newer players.

Mike said that in fourth edition, at low levels, you can house-rule side initiative and it works well because characters and monsters have enough hit points to sustain an entire round of enemy attacks. But at higher levels, once combatants gain the ability to lock down enemies with status effects, side initiative turns battles into one-sided romps.

In D&D Next, low-level combatants have too few hit points for side initiative. Playtesting showed that at low levels, if one side gets to attack first, then enemies on the other side may fall before they ever get a chance to act.

Expect to see the delay action return to the written rules.

3. How does readying an action work?

You can still set aside an action to trigger in response to an event, but many details work differently.

  • You remain at the same place in the initiative order.
  • The readied action replaces the one reaction you can use per turn. After you ready an action, you can still choose to use your reaction to do something like take an opportunity attack instead, but you may no longer take your readied action. Also, once you use your readied action, you no longer have a reaction available for things like opportunity attacks.
  • You can only ready actions to attack, grapple, hustle, knock down, or use an item. This means you cannot ready spells.

I’m unaware of any game-balance problems that might come from allowing characters to ready spells. Perhaps the designers simply feel that in the world of D&D, spell casting takes too long to be performed suddenly as a reaction.

Next lacks rules for disrupting spell casters, so don’t bother readying an attack to interrupt a casting.