Tag Archives: Mike Mearls

Strong Moral Dilemmas in D&D and the Unwanted Kind that Keeps Appearing

The best tales climax when the heroes must choose between what they’ve learned is right and an easy route to what they thought they wanted. In fiction, such moral dilemmas reveal character. When a woman who only ever wanted to be queen realizes that someone else is better suited to the throne, will she still take the crown?

Everyone who enjoys games such as Dungeons & Dragons likes making choices and seeing the outcomes. Many of those players also enjoy exploring and revealing their characters. So in roleplaying, moral problems may rank as the most interesting and most revealing. In the Dungeon magazine article, “Temptations and Dilemmas,” printed in issue 148, Wolfgang Baur writes about the joy of posing dilemmas. “They make the player really engage with their characters and the game world. Sweet sweet perfection: all you have to do is let the PCs wrangle about it for a while.”

Creating moral choices in D&D proves harder than creating similar dilemmas in stories. In fiction, moral choices often force characters to pick between what’s right and what’s easy. But D&D characters rarely make decisions alone. They face choices as a party, and these groups inevitably mix rogues and paladins.

More than popular classes, rogues and paladins represent two ways players often imagine their characters’ moral outlooks. These make popular character perspectives because they bring escapes from either the restrictions or the unfairness of modern life.

In our world, we often feel bound by rules and obligations. Playing a rogue who’s free from ethical burdens and who boasts the power to ignore rules feels exhilarating.

In our world, we see misdeeds rewarded, good people suffer, and too often we feel helpless to act. Playing a paladin with the strength to punish wrongdoers, help the deserving, and right wrongs feels rejuvenating.

Choices between right and easy inevitably split a party’s rogues and paladins.

“Assassins, poisoners, sneak thieves, death priests, drug smugglers, necromancers, diabolists, and warlocks make it tough for more heroic, lawful, or good characters to look away or condone their smuggling, sneaking, theft, magical abuses, and so on,” Wolfgang writes. “There’s a dilemma for the party every time a character crosses the line and does something that another, more moral character might find unforgivable.”

In D&D, rogues and paladins must find ways to work together or the game falls apart. “If you wind up with that one paladin singled out and forced to choose to compromise his character just to keep playing, you have a problem.” See A Roleplaying Game Player’s Obligation.

So in D&D, moral dilemmas must avoid posing an unsavory-but-easy solution as an option. Instead these problems must force players to weigh which of two, imperfect choices brings the most benefit—or the least corruption. In “5 Tips on How to Design Diabolical Dilemmas,” Johnn Four imagines starting the party with a simple job to capture a war criminal, and then adds moral complications. What if the players discover that the elderly criminal now repents by running an orphanage? If the players decide to take him to justice, what if they learn that the alleged crimes may have saved a village? Do the players still bring the man to execution? None of these choices make the adventure easier for players, but they all land the players in thorny dilemmas that reveal characters.

Johnn suggests developing moral dilemmas by starting with a simple choice and asking questions that help you imagine complications.

  • Who gets hurt?
  • Who escapes justice?
  • Who undeservedly benefits?

While moral dilemmas benefit the game, you can press too hard to create them. Players enjoy difficult choices in balance with uncomplicated situations where their power lets the good guys win. Often players use their ingenuity to solve a moral dilemma without any tough choices. Players savor those victories.

Even when DMs work to foster moral dilemmas, most D&D games only occasionally feature such situations. But one sort of quandary appears frequently, and it’s awful.

Blame co-creator Gary Gygax and his adventure The Keep on the Borderlands (1979). D&D’s first Basic Set included this adventure, so through the 80s, the keep easily ranked as the game’s most played scenario. In a reprint, D&D creative director Mike Mearls writes, “In its 32 pages, Keep on the Borderlands provides the clearest, most concise definition of D&D that you can find.” The keep showed countless dungeon masters how to create a D&D adventure, and mostly it set a good example.

What awful moral dilemma appears 8 times in this classic?

When Gary wrote the keep, he aimed to create an infestation of D&D’s various evil humanoids: kobolds, orcs, hobgoblins, gnolls, and lizard men. Gary favored applying some natural order to his imaginary world, which included various young monsters incapable of fighting.

After slaughtering the orcs’ parents, do you put their infants to the sword? As a player who favored the paladin type, I wanted to right wrongs, not debate whether to murder young. The rogue-types in the party would open the 1977 Monster Manual and point to the word “evil” beside a pig-faced monster, but I had no taste for the baby-orc dilemma. I want to smite evildoers, not kill helpless foes. I’m far from alone in that sentiment. Worse, young non-combatants appear in 8 of the keep’s locations, and then in the countless adventures that follow the keep’s example.

I recommend contriving situations that leave helpless foes out of reach. Instead of populating the Caves of Chaos with generations of humanoids, why not imagine war parties locked in a standoff?

Even though the baby-orc problem rates as something to avoid, other dilemmas can enrich the game. M.T. Black’s adventure The Lich Queen’s Begotten ends with an interesting variant on the question of whether to kill an innocent destined for evil. Both times I ran this adventure, a party of mixed paladin and rogue types chose to protect the innocent—not necessarily the easier choice. Both groups wanted a follow up adventure where they worked to thwart the innocent creature’s evil destiny.

That’s the sort of choice that makes heroes.

How Years of Trying to Fix Obnoxious People Shrank D&D’s Appeal

How much should the outcomes of characters’ actions be decided by the dungeon master instead of the rules?

Before roleplaying games, the rules of a game specified every action players could take, and then decided the outcome of each possibility. The invention of the dungeon master freed players from the tyranny of the rules. Most editions of Dungeons & Dragons expected the DM to make frequent decisions about the characters’ fates—especially in the many situations the rules didn’t cover. “Prior to 3rd edition,” designer Monte Cook wrote, “‘the DM decides’ wasn’t just a fallback position; it often was the rule.”

The DM’s power to augment the rules enabled the hobby we love, but this power enabled capricious DMs to zap characters when players failed to laugh at their puns, to curry favor by lading treasure on their girlfriend’s characters, and to win D&D by killing the rest of the party.

So the designers entered what D&D’s Creative Director Mike Mearls calls “the business of trying to ‘fix’ obnoxious people.”

“D&D’s 3.5 and 4th editions were very much driven by an anxiety about controlling the experience of the game, leaving as little as possible to chance,” Mearls explained in a Twitter thread. “The designers aimed for consistency of play from campaign to campaign, and table to table. The fear was that an obnoxious player or DM would ruin the game, and that would drive people away from it. The thinking was that if we made things as procedural as possible, people would just follow the rules and have fun regardless of who they played with.”

So D&D’s fourth-edition designers devised rules that shrank the DM’s role as much as possible. Potentially, a DM’s duties could be limited to reading the box text, running the monsters, and announcing the skills that apply to the skill challenge. As much as possible, fourth edition shifts the game to the combat stage with its well-defined rules. In stark contrast to earlier editions, spells lacked effects outside of combat. Fourth edition defines combat powers as tightly as Magic: the Gathering cards, so the DM never needs to decide if, for example, you can take ongoing damage from cold and fire at the same time. For action outside of combat, fourth edition presents the skill challenge, where the DM only must decide if a skill helps the players—but only when the skill challenge fails to list the skill in advance.

In Mearls’ opinion, this basic design premise suffers from a fatal flaw. “It misses out on a ton of the elements that make RPGs distinct and doesn’t speak to why people enjoy D&D in the first place.”

Fifth edition’s design returns dungeon masters to their traditional role in the game. During the design, 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.”

“With fifth edition,” Mearls explained, “We assumed that the DM was there to have a good time, put on an engaging performance, and keep the group interested, excited, and happy. It’s a huge change, because we no longer expect you to turn to the book for an answer. We expect the DM to do that.”

The design team referred to the goal as “DM empowerment.” The phrase may be misleading, because the goal of DM empowerment is not to tickle a DM’s power fantasies. DM empowerment lets DMs fill gaps in the rules—and sometimes override the rules with their own judgement. DM empowerment lets your wizard use spells outside of combat, among other things.

Monte Cook touted the advantages of the approach. “Empowering DMs from the start facilitates simulation. No set of rules can cover every situation, and the DM can address fine details in a way no rulebook can. When it comes to how much of your turn is spent opening a door, perhaps it depends on the door. A large, heavy metal door might be your action to open, while opening a simple wooden door might not be an action at all. Another door might fall in between. Do you want the rules to try to cover every aspect of this relatively insignificant situation?”

DM empowerment reduces the volume of rules a game needs. Original D&D’s rules fit into a few pages because the game relied on the DM to resolve all the areas the rules failed to cover. Rodney Thompson explained that fifth edition also “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.”

“Fewer rules coupled with DM empowerment also facilitate story-focused play, because nothing slows down an exciting narrative like consulting a book or two . . . or ten,” Monte wrote. “Giving the DM the ability to adjudicate what you can and can’t do on your turn then players to be more freeform with their actions. They don’t need to worry about action types and can just state what they want to do. A player’s crazy plan might not fit into the tightly defined rules for what you can do in a round, but a good DM can quickly determine on the fly if it sounds reasonable and keep the story and action moving.”

None of this means that D&D’s rules lack a purpose. D&D remains a game about making choices and seeing the consequences (often while in dungeons with dragons). The rules serve as the physics of the game world. As much as convenient, rules should enable players to see the likely consequences of an action, make wise or reckless choices, and then let the dice settle the outcome. Rules help span the gulf between a character’s real experience in the game world and what players learn from a DM’s description. (See Would You Play With a Dungeon Master Who Kept Your Character Sheet and Hid Your PC’s Hit Points?.) Elegant games cover most of the actions players may take with compact rules that deliver verisimilitude. (See From the Brown Books to Next, D&D Tries for Elegance.)

In a roleplaying game, characters face perils, and sometimes harsh consequences. Without such possibilities, the game lacks tension and everyone grows bored. The rules help the DM avoid becoming the players’ adversary—the person to blame when something goes wrong. Monte wrote, “If the rule is printed in a book, it’s easier to assume that it’s balanced and consistent, and players are less likely to question it.” When I run a game and the players succeed, I want them to credit themselves; when something goes bad, I want them to blame the die rolls set by the rules.

The best roleplaying games strike a balance between rules and empowered game masters. D&D owes some of its recent success to elegant rules, some to DM empowerment, and some to modern dungeon masters better suited to their empowered role.

Early in the life of D&D, DMs struggled more with their role keeping the group interested, excited, and happy. Everyone came to D&D from a life seeing and playing only competitive games, so DMs tended to fall into a familiar style of playing to win. And let’s face it, the example set by co-creator Gary Gygax reinforced some of the DM-to-win archetype. After all, when his group made smart plays by listening at doors and searching rubbish for treasure, Gary struck back by creating ear seekers and rot grubs.

Until recently, if you didn’t go to conventions, you could be a dungeon master for decades and almost certainly only see a couple of other DMs in action. Today, every potential DM can stream examples of other DMs acting as fans of the characters. Plus, DMs grow up exposed to electronic roleplaying games. Today’s DMs rarely need to be tied by rules to enable a fun game.

The biggest competitor to D&D is not another tabletop game, it’s World of Warcraft and countless other computer and video games that duplicate most of the D&D experience, 24/7, with better graphics. D&D enjoys two competitive advantages: face-to-face social interaction, and the DM’s ability to account for actions outside of the game’s rules. When D&D’s designers worked to eliminate the DM’s judgement from the game, they threw out a key advantage. Without a DM, why bother to log off?

Related: Why Fourth Edition Seemed Like the Savior Dungeons & Dragons Needed

Three Reasons the Ecology of Monsters Can Make Creatures Worse

Larry Niven's disk

The Magic Goes Away inspired Larry Niven’s disk

During the early years of Dungeons & Dragons, speculative fiction enjoyed something of a fashion for combining science and fantasy, so the popular Pern novels by Anne McCaffrey and Darkover novels by Marion Zimmer Bradley provided scientific explanations for fantasy-flavored worlds of dragons and magic. Meanwhile, in The Magic Goes Away, hard science fiction author Larry Niven treated magic as science and investigated all the implications.

Readers appreciate these kind of hybrids for a couple of reasons. The injection of science gives magical concepts a boost of plausibility. In some future world, perhaps science really could engineer telepathic dragons as in Pern. Plus writers and readers who enjoy explaining things with science’s reasoning get to play with fantasy’s toys. I get it. I’ve never been entirely satisfied with fantasy that leans too heavily on “just because” to explain candy houses and winged monkeys. For instance, I keep trying to imagine a scientific explanation for the long and varying seasons in the world of George R. R. Martin’s Game of Thrones, even though I’m confident George has no such explanation to offer. In Westeros, seasons last for years because it supports theme and story. Winter is coming.

Part of what makes fantasy powerful is that not everything needs explanation. Sometimes Fantasy just needs to feel true. And sometimes resonate stories come from mystery.

Ecology of the PiercerPerhaps inspired by the fashion for using science to explain fantastic concepts, Chris Elliott and Richard Edwards took a somewhat silly monster, the piercer, and wrote “The Ecology of the Piercer,” which first appeared in the UK fanzine Dragonlords. The piercer seems obviously contrived to harass dungeon-crawling PCs, so a dose of science and ecology adds some verisimilitude. Dragon magazine editor Kim Mohan must have fancied the article’s concept, because he reprinted the piece in the April 1983 issue of Dragon. The ecology series took off and Dragon went on to print more than 150 installments.

The ecology concept improves some monsters, especially those that share the non-magical nature of the piercer, but adding a dose of science to every prominent creature damaged the assumed world of Dungeons & Dragons.

For many monsters, magic provides a better creative basis than science and ecology.

1. Monsters that come from magic can inspire stories

Magical creatures can bring histories that go beyond ecological niches and breeding populations; they can come from stories that players can participate in. Magical creatures can begin with a curse, they can be created for a sinister purpose, or in experiments that went wrong. For example, in “Monsters and Stories,” D&D head Mike Mearls explains how medusas come from a magical bargain and a curse. He tells how this can inspire gameplay. “One medusa might be a vicious, hateful creature that kills out of spite, specifically targeting the most handsome or beautiful adventurers that invade its lair. Another might be a secluded noble desperate to conceal her true nature, and who becomes a party’s mysterious benefactor.”

2. Magical creatures can be evocative in ways that natural creatures cannot

Does imagining dragons as a form of dinosaur, as presented the 2nd Edition Draconomicon, improve either dragons or dinosaurs? Dragons become less magical, less mythic. Meanwhile, dinosaurs don’t need to be blurred with fantasy to excite us—they were huge and real. Mythology teems with chimeric hybrid creatures from the gryphon to the cockatrice. Does supposing these creatures have populations with natural ranges and diets improve them? Why can’t the cockatrice emerge from a tainted, magical mating of bird and serpent? Why cannot gryphons be a divine creation based on some godling’s favorite creatures?

3. Magical creatures can break the laws of nature

Every culture seems to include giants in their myths. Giants may be the most pervasive and resonate monster of the human imagination. But giants defy science’s square-cube law and walk in defiance of physics. We ignore that because we like giants, and because of magic.

When I did my post on the 11 most useful types of miniatures, I determined that elemental and, especially, undead monsters appear in a disproportionate number of adventures. In the early days of the hobby, dungeon designers could put living creatures in a remote and unexplored dungeon without a source of food, and no one would care. Now days, dungeon designers feel limited to populating their crypts, lost castles, and vaults with the undead and elementals that gain an exemption from the bounds of nature. This stands as the stifling legacy of the ecology articles. By treating most D&D creatures as natural things that feed and breed and live natural lives, we make them difficult to use in the game.

Embrace the magic in magical creatures

We should embrace the obviously magical nature the D&D bestiary and free more creatures from the limitations of nature. Unnatural creatures can be unique. They can spontaneously generate in places where foul magic or bizarre rituals were practiced. They can leak into the world in places where the barriers between planes have weakened. They can be immortal. Undying, they can survive aeons trapped in some underground lair, growing more hateful and cunning with each passing year.

In the Wandering Monsters post “Turned to Stone,” James Wyatt writes, “One of the things that we’ve been thinking a lot about is that we are creating—and facilitating the creation of—fantasy worlds. The monsters of D&D aren’t races of aliens in a sci-fi setting. They don’t all need to have logical biology.”

D&D operates in worlds’ brimming with enchantment. The ecology articles threw too much magic away.

The Game-Design Trends That Turned D&D Into a Game Gary Gygax Disliked

The second edition of Dungeons & Dragons that reached gamers probably stayed close to the edition co-creator Gary Gygax might have designed. But later, Gary would say, “In my estimation second-edition AD&D began to lose the spirit of the original.”

What spirit did it lose?

Partly, Gary probably missed his own quirky touch. But I suspect that most of the changes he disliked arrived as the edition matured. As second edition grew, it began adding character options from new classes and kits. The design staff seemed intent on luring players to each new set of character options by making them a bit more powerful than the last. To Gary, this escalation defied the spirit of the game.

After Gary left TSR, two design trends that he resisted shaped D&D’s evolution from second through fourth edition.

Current D&D lead, Mike Mearls wrote about these directions in a series of tweets. The first trend came from “an anxiety about controlling the experience of the game, leaving as little as possible to chance. They aimed for consistency of play from campaign to campaign, and table to table. The fear was that an obnoxious player or DM would ruin the game, and that would drive people away from it. The thinking was that if we made things as procedural as possible, people would just follow the rules and have fun regardless of who they played with.

“The downside to this approach is that the rules became comprehensive to a fault. The game’s rules bloated, as they sought to resolve many if not all questions that arise in play with the game text.”

Gary saw this trend begin with third edition. He said the version’s “mass of detail” made the game “too rules-oriented for my personal taste.” Gary saw D&D leaning less on a DM’s judgement and more on comprehensive rules that made the game procedural. His play favored minimal reliance on the rules. “Generally, I just DMed on the fly, so to speak, and didn’t use the rule book except for random encounters, monster stats, and treasure.”

He advised DMs to do the same. “Do not let the rules get in the way of play. Be the arbiter of the game so that the adventure continues without unnecessary interruptions, and the immersion of the player in the milieu remains complete.”

Mike Mearls thread goes on. “At the same time, 3.5 and 4 were driven by the idea that D&D players wanted as many character options as possible, presented in a modular framework meant to encourage the search for combinations that yielded characters who broke the power curve.”

Character options never raised objections from Gary. After all, he planned skills and several new sub-classes for the game. But Gary saw D&D turn into a game centered on building characters that matched the power of comic book superheroes. This direction made him fume. He wanted an “emphasis on group cooperation, not individual PC aggrandizement.”

D&D started as a game that challenged players and threatened their characters. To Gary, later editions just offered players a chance to show off their characters with minimal risk. “How I detest namby-pamby whiners that expect to play a real RPG without threat of character death or loss of a level, stat points, or even choice magic items! Without such possibilities, what it the purpose of play, a race to see which character can have the greatest level, highest stats, and largest horde of treasure? That is just too flaccid for words.”

In many ways, fifth-edition D&D represents a return to Gary’s tastes. He would have liked the lighter rules. Mike explained the direction, “With 5th, we assumed that the DM was there to have a good time, put on an engaging performance, and keep the group interested, excited, and happy. It’s a huge change, because we no longer expect you to turn to the book for an answer. We expect the DM to do that.”

“In terms of players, we focus much more on narrative and identity, rather than specific, mechanical advantages. Who you are is more important than what you do, to the point that your who determines your what.”

Gary would have approved of these changes, but would he have liked fifth edition?

To an extent, I doubt any edition that Gary didn’t design could have earned his favor. Gary saw AD&D as his baby and kept tight control on its content. No other version, no matter how many improvements it featured, could earn the same paternal love.

Also, Gary might fault fifth edition for one thing: The edition emphasizes storytelling over challenging players and endangering their characters. Sure, you can still run a killer game. Tomb of Annihilation and its meat-grinder variant set a blueprint for that. But beyond level 4, fifth-edition characters become as durable as comic book characters. According to Mike Mearls, the edition “focuses on socializing and storytelling.” No storyteller wants to see their tale’s planned resolution spoiled when a hero dies to a fluke critical. Gary and his original co-designer Dave Arneson came from wargaming and a passion for competition. To Gary, D&D needed to test player skill to feel compelling. A storytelling exercise that glorified precious characters failed to interest him.

Still, fifth edition captures the soul and spirit of original D&D better than any other version. I’ll bet Gary would have liked it enough to write adventures for it. Except his adventures would not have let characters skate through with minimal risk. So don’t get too attached to your hero, keep another character sheet on hand, and keep playing D&D.

Why Fourth Edition Never Saved Dungeons & Dragons

“Fourth edition Dungeons & Dragons is all about taking that things that work in D&D, keeping them in the game, and fixing everything else,” designer Mike Mearls wrote after the edition’s announcement in 2007.

“That’s the goal, and I think we’re heading there.”

Later, he put the goal in a different light. “No one at Wizards ever woke up one day and said, ‘Let’s get rid of all our fans and replace them.’ That was never the intent. With fourth edition, there were good intentions. The game is very solid, there are a lot of people who play it and enjoy it, but you do get those people that say ‘hey, this feels like an MMO, this feels like a board game.’”

By 2010, when Mearls defended the goals of fourth edition D&D, nearly all the team behind the game had left Wizards of the Coast. The virtual table top was 2 years late and on life support. Pathfinder, a game descended from the D&D edition that fourth edition tried to replace, now drew players alienated by fourth edition. Rumors circulated that Pathfinder sales exceeded D&D sales.

On the fourth-edition team, Mearls ranked as a secondary contributor. Now, with the most of the team sacked, Mearls rose to head D&D’s design. He remained to take the heat for “ruining D&D” and to salvage fourth edition until something new could replace it.

What had gone so wrong?

The business plan for fourth edition centered on enticing players to subscribe to D&D Insider, where they could play online using a virtual tabletop. At the edition’s announcement, the team emphasized online play so much that some wondered if D&D would remain playable without a computer.

But weeks after the game’s release, real-life tragedy shattered plans for a virtual table top. Joseph Batten, the senior manager leading development murdered his estranged wife and then killed himself. Apparently, Batten’s work on the project proved unusable. A beta version of the tabletop took 2 more years to reach users, and that version looked nothing like the demos shown in 2008. While the demos promised 3D rendering and an extension of other DDI tools, the beta version retreated to 2D tokens and still lacked integration. Nothing set the beta apart from other VTTs already available. In 2012, after the announcement of D&D Next, Wizards pulled the plug. “We were unable to generate enough support for the tool to launch a full version to the public.”

Of course, D&D Insider had moved ahead without the tabletop. Subscribers still gained access to rules, a character builder, and magazine-style articles. But the lack of a tabletop forced Wizards to charge less and to scrap plans for selling digital assets like virtual miniatures and dungeon tiles. Without the virtual tabletop, the D&D team could never gain the $50 million in revenue needed to lift D&D to a core brand.

Despite trouble with the online initiative, a hit game might have carried the edition. But while many current players loved the new edition, as many others rejected it.

From the designers’ perspective, the rejection stemmed from two causes: The game dared to change too much at once, and the designers ran out of time.

D&D’s second edition tried to be broadly compatible with the original game. Third edition succeeded by adopting decades of role-playing game design experience while preserving “sacred cows” that made D&D familiar. Players had embraced the leap. The fourth-edition designers felt confident that existing players were ready for another step. “I expect that the improvements in game play will convince even reluctant players to switch over to fourth edition,” designer Chris Perkins wrote.

For the new edition, the design team “took time to imagine D&D games that took a different slant than any of us would have imagined,” team lead Rob Heinsoo explained. They turned sacred cows into barbecue and delivered a game very different from any other edition.

To designers the gap between third to fourth edition seemed smaller than the gulf most gamers saw. “I think of D&D as a conversation, in terms of game design, between the designers and the audience,” explained Mike Mearls. “To designers—and players who followed every release—the transition to fourth made sense.” Some fans followed the conversation by playing 3.5, Player’s Handbook 2, Complete Arcane, and then playing with the at-will magic in Complete Mage and the martial powers in Book of Nine Swords. To them, the step to fourth seemed small. (See The Dungeons & Dragons Books that Secretly Previewed Each New Edition.)

But few players kept up. “If you got a 3.5 Player’s Handbook and that’s the only D&D book you have and the only one you read, and then you got the fourth edition Player’s Handbook there was a gap,” Mearls said.

Steve Winter, a designer since D&D’s 2nd edition, wrote, “Fourth Edition was a glorious experiment that succeeded technically. Unfortunately, its breaks from the past were too severe for many fans, who didn’t pick up the new banner.”

The designers came to regret changing so much so fast. Fourth edition’s lead, Rob Heinsoo wrote, “Knowing what I know now, I might have worked for smaller changes in the world, since shifting both the world and the mechanics at the same time proved difficult for some of the D&D faithful to swallow.”

More players might have accepted the change if the developers had gained time to perfect the edition. “We just ran out of runway.” Mearls explained “That’s kind of the story of fourth edition in a lot of ways. We ran out of runway as we were tying to get the plane up in the air.”

The rush to deliver hurt the system. For example, player surveys reveal that the simplest character classes rate as the most popular, but fourth edition lacked simple classes. And all the classes played the same. “The things I would have wanted to change about fourth edition mostly center on the knowledge that the class design project wasn’t entirely finished upon release,” Heinsoo said. “I’d never wanted to use the exact same power structure for the wizard as every other class, for example, but we ran out of time, and had to use smaller variations to express class differences than I had originally expected.”

Also, the lack of development left more than the usual number of bugs in the new system. The numbers behind complex skill challenges made success nearly impossible. The math behind difficulty classes needed revision too. Higher-level monsters lacked the punch to challenge characters.

The power system designed as the game’s irresistible hook led to unintended consequences. As characters rose in level, their growing number of choices overwhelmed players, slowing decisions. Characters gained more ways to interrupt combat turns, so each player’s decision paralysis extended into other player’s turns. Characters gained powers that targeted every foe on the battle map leading to more attack rolls than ever. Instead of delivering dynamic combat, battles showed to a crawl.

In 2010, the D&D team’s bid to salvage fourth edition reached players in a line of Dungeons & Dragons Essentials products. The designers had solved the bugs. Classes played differently. Some were simple, others granted ample options. Monsters challenged characters. The math worked. The newest classes sped combat by limiting choices, reactions, and battlefield-spanning powers. Essentials recaptured familiar spells, monsters, and even the look of past editions. But the rescue came too late. By 2010, the D&D team knew Essentials could only buy the time needed to develop a new edition.

Imagine an alternate history. What if the design team had been given time to deliver a game as polished as Essentials? Would the game have succeeded? Surely such a launch would have kept more players loyal, but would it lure the flood of MMO players the designers sought? Computer games offer frantic action and vivid graphics that D&D can never duplicate. By trying to match the appeal of a video game, the edition stumbled.

“We really lost what made D&D unique, what made Dungeons & Dragons as a role-playing game distinct from other types of games that you could play,” Mearls said.

The new fifth edition of D&D ranks as the most successful yet. Rather than attempting to match the strengths of online games, fifth edition offers limited, elegant rules so players can focus what makes D&D special: playing through a story created when a 5 or 6 people join together as characters in a world open to anything.

Video games can never duplicate the same experience because they lack the same personal interaction and a dungeon master ready for the unexpected.

The fourth-edition designers aimed to make the dungeon master’s role easy—something a computer could handle. So the rules discouraged the sort of ingenious or outrageous actions that break the game and create unforgettable moments.

Fifth edition lead designer Jeremy Crawford even credits making the grid optional with some of the newest game’s success. “It’s a really simple thing, but in 5th, that decision to not require miniatures was huge. Us doing that suddenly basically unlocked everyone from the dining room table and, in many ways, made it possible for the boom in streaming that we’re seeing now.” Fourth edition did more than require a grid; it dwelled on one.

Fourth edition never emphasized D&D’s unique strengths. As Mike Mearls put it, “I think what was happening was [fourth edition] was really focusing on really hardcore mechanics, the intricacies of how the rules interact. It really became about the rules and about mastering the rules, rather than about the story, or role-playing, or the interaction between the DM and the players.”

By the end of fourth edition’s run, the designers had perfected a game about building characters and showing them off in dynamic fights. Perhaps they lost some of what makes D&D uniquely compelling.

Next: The Unintended Consequence That Ruined Fourth Edition D&D’s Chance of Success, But Proved Great for Gamers

Related: How the end of lonely fun leads to today’s trickle of D&D books

Why Fourth Edition Seemed Like the Savior Dungeons & Dragons Needed

In 2005, Dungeons & Dragons faced a possible future similar to the fate of another popular role-playing game, Vampire: The Masquerade. In this future, D&D only exists as a license for online games and t-shirts and another potential movie. The tabletop game remains as an archive of PDFs for sale to die-hards. See The Threat that Nearly Killed Dungeons & Dragons—Twice.

To guarantee tabletop D&D never met this end, the game needed to qualify as a core game brand at Wizards of the Coast, now owned by Hasbro. D&D needed to match its best-ever year of sales in 2000, but this time the game needed sustained sales at that level.

Without a new edition, the game could never approach such numbers. A new edition could be easy, but it had to bring a profitable, sustainable strategy that would meet stockholder’s expectations for return on investment. So far, no tabletop publisher had found such a strategy.

None of this means that fourth edition’s inspiration came entirely from a reach for sales. D&D team leader Bill Slavicsek wrote, “As we move deeper into the third edition, it’s flaws and fun-ending complexities become more pronounced, more obvious to players and Dungeon Masters alike.” The design team saw ways to “greatly reduce and perhaps even eliminate completely the parts of the game that get in the way of the fun.”

Meanwhile, a new threat was taking players from D&D. World of Warcraft debuted in 2004 and experienced surging popularity. By May 2005, WoW had 3.5 million players. By 2008, the community hit more than 11 million players. D&D players started talking about the players that tabletop lost to WoW.

At gaming conventions, the same aging guys who started playing in the 80s showed up to play D&D. Presumably, the younger players and women who might love D&D stayed home to play Warcraft. Wizards of the Coast aimed advertisements at bringing WoW players to the tabletop, but mere ads could never win the flood of new fans D&D needed.

WoW didn’t look like a fad or another way to play. It seemed like the vanguard leading to the future of gaming. “Gaming was definitely changing,” D&D designer Mike Mearls explained. “And I think that for 4th Edition, what we were trying to do was to start predicting for D&D where we thought the game was heading.”

Surely, new players coming to D&D would have an online or video game background. To compete, D&D needed a big advance—a new edition that didn’t just improve the game but an edition capable of winning Warcraft players by matching some of what drew players to online games. “As far as I know, 4th edition was the first set of rules to look to videogames for inspiration,” Mearls said. “I wasn’t involved in the initial design meetings for the game, but I believe that MMOs played a role in how the game was shaped. I think there was a feeling that D&D needed to move into the MMO space as quickly as possible.”

So the new edition focused on the elements that made the D&D fun and especially appealing to fans of online fantasy games. Mearls recalled that the team felt that “building a player character was the real thing that drove people to play the games. You wanted to choose your feats, your prestige classes and whatnot.”

Once players built their characters, the fun came from showing off those characters on the battlefield. Lead designer Rob Heinsoo wanted to give the game an irresistible hook that tied the game together and compelled gamers to play. “The solution James Wyatt, Andy Collins, and I were excited about was to give every PC an ongoing series of choices of interesting powers. Most every time you gain a level you select a new power or a feat. Every combat round you have an interesting choice of which power or powers to use.”

But none of this excitement would benefit players who struggled to find DMs or potential DMs who saw the role as a chore.

The new edition worked to be easier to run. Casual DMs could simply buy an adventure, read the boxed text, and then run a sequence of skill challenges and combat encounters. In a skill challenge, the DM just had to decide if a skill helped the players—but only when the challenge’s description neglected to list a skill in advance. Combat encounters ran easier too. Monsters offered a few, clear options for combat. Just move and roll attacks.

To succeed, the new edition needed to do more than win new players. The game needed a profitable, sustainable strategy.

For Blizzard Entertainment, Warcraft boasted an advantage that the D&D team surely envied. Players paid a monthly fee, which guaranteed steady revenue.

“Along the way, we also came up with the idea of Dungeons & Dragons Insider,” Bill Slavicsek wrote. “This exciting suite of digital tools for players and Dungeon Masters was just too powerful a concept to try to shoehorn the existing d20 Game System around it. Instead we knew we had to rebuild the game to take full advantage of this amazing new initiative.”

The game didn’t just need to be easy to DM. It needed to be easy to run online. Ideally, it would help DMs enough to make running a bad game nearly impossible. Players could drop into the virtual tabletop at any hour, join any available DM, and feel confident that a stranger could deliver a fun experience. A thriving virtual table would let players join a game 24/7, just like Warcraft. And all those player would pay monthly, just like Warcraft.

The designers aimed for online-friendly rules. Fourth edition defines powers as tightly as Magic the Gathering cards, so a computer never needs to decide if, for example, you can take ongoing damage from cold and fire at the same time. Unlike earlier editions, spell effects no longer required a DM’s judgement to rule on a Wish or to decide whether a wizard could polymorph a fly into a blue whale that would drop on a foe.

If the rules proved easy for computers to emulate, the virtual table could lift more and more of the rules burden from the DM and the players. Meanwhile, a new generation of D&D-inspired video games and MMOs could open new revenue sources.

The team planned ways for players at kitchen tables to contribute to the bottom line too. The emphasis on character building would inspire players to by a stream of books with new options. DMs would buy adventures. Everyone needed miniatures. The 4E rules list “D&D Miniatures” among things needed for play—not as a “Useful addition” like a character sheet. The rules never mention tokens or other alternatives to minis.

The D&D team thought they finally had the recipe for sustained success that D&D needed. The new game featured rules optimized to bring the most fun out of the character creation and combat choices that drew players to D&D. The new strategy could gain the income that would vault D&D to a core brand for years to come.

At the 2007 Gen Con game convention, the D&D team announced the new edition. Mike Mearls saw an uneasy reaction from the D&D faithful. “The big announcement on Thursday night was, well, tense. We didn’t spark a riot, but it seemed the audience was a bit nervous.”

As someone in the audience, I saw a confused reception. The D&D team emphasized D&D Insider and the virtual tabletop so much that people wondered if D&D would remain a game playable without a computer. But the designers loved D&D and their new edition, so we felt ready to embrace it too.

Next: Why Fourth Edition Never Saved Dungeons & Dragons

Fourth Edition Proved D&D Works Without Saving Throws, So Why Did They Come Back?

Fourth edition dropped saving throws in favor of to-hit rolls and showed that D&D works without saves.

Mathematically, to-hit rolls and saving throws just flip the numbers so that a high roll benefits the person casting the die. Rather than having a lightning bolt trigger saves, why not just let wizards make lightning attacks against their targets? Why not just have poison attack a character’s fortitude?

By dropping saving throws, the fourth-edition designers eliminated a redundant mechanic. The change added consistency and elegance to D&D. Wizards finally got to cast spells and to make attack rolls.

If banishing saving throws made D&D more elegant, why did fifth edition bring them back? After all, the fifth-edition designers made elegance a key goal for their design. See From the brown books to next, D&D tries for elegance.

Until fourth edition, saving throws survived based on tradition and feel.

The tradition dates to when Tony Bath had toy soldiers saving verses arrows. (See my last post.) The fifth-edition designers aimed to capture tradition, but also the best qualities of earlier editions. Why not capture some of the elegant design of fourth edition?

The feel comes from a sense that the player controlling the most active character should roll the dice. D&D could drop to-hit rolls in favor of saves versus swords, but that feels wrong. On the other hand, characters seem active when they resist a charm, shake off a ghoul’s paralysis, or spring away from rushing flames. Sure, a wizard is saying magic words, a dragon is exhaling, but the action focuses on the heroes escaping the flames.

Plus, the saving throw mechanic tends to send a few more rolls to the players. Players like to roll dice, especially when the roll decides their character’s fate. When attack rolls replaced saving throws, spellcasters got to make more attack rolls, but most characters lack spells. Without saving throws, players flamed by dragon breath never get to take fate in their hands and roll a save. Instead, they just subtract damage.

So saving throws returned to D&D.

If saving throws and attack rolls share a common place in the game, what makes them different from each other?

As a dungeon master, have you ever asked a player dodging a trap’s darts to make a dexterity or reflex save? I have. I handled it wrong. Don’t fault me too much. A save gives a character a chance to escape. Characters springing away from darts or scything blades or falling stones seem to deserve a save. But that intuition is wrong. Such traps should make attacks. The Dungeon Master’s Guide never spells out this distinction.

Just as the reflex defense and AC in fourth edition defended against different sorts of attacks, in fifth edition, dexterity saves and armor class apply to different hazards. The difference comes from armor. D&D’s lead designer Mike Mearls explains that to determine whether to use an attack roll or a save, ask “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. I would rather face a fireball protected by plate, but the rules emphasize the agility needed to escape the flames.

Originally, Tony Bath’s saving throws represented the value of armor. Now, saving throws only apply when armor can’t help.

Mearls confesses that the D&D rules don’t always make this save-or-attack distinction consistently. Plate mail certainly protects against falling rocks, and the falling-rock traps in the third-edition Dungeon Master’s Guide all make attacks. But the falling-rock traps in Lost Mine of Phandelver prompt dexterity saves. Better to leap from harm’s way, I suppose.

One area of inconsistency irks me.

Why should plate armor protect against the incorporeal, life-draining touch of creatures like specters and wraiths? Here, tradition and feel led the D&D designers to use attack rolls in a place where saving throws make more sense. If insubstantial creatures forced a target to make a dexterity saving throw, their life draining would imitate third edition’s touch attacks without a single extra rule. Plus, these undead would play like more distinct and interesting threats. Forget the feel of a to-hit roll, incorporeal creatures should force saving throws.

Mixing Threats from Weak to Lethal in a Dungeons & Dragons Game

When megadungeons ruled Dungeons & Dragons, adventurers selected a difficulty level by deciding how deep they dared to go. As the game matured, DMs started to design or select adventures for a party’s level. Players grew to expect that their characters would just happen to face threats right for their level.

Of course the game always allowed a style of play that offered no such guarantees.

Gary Gygax liked monster populations that fit a habitat for a logical reason. In early D&D, the wilderness monster tables did nothing to match monsters to character levels. Skeletons appear as often as vampires. This approach made outdoor adventures particularly risky. The original rules cite the high-level task of scouting for castle sites as the best reason for wilderness expeditions.

Realistically, creatures and adventure locations in the wild would not come sorted by difficulty. At best, characters might learn about a site’s hazards by reputation.

Tomb of Annihilation follows such a natural order. “By design, the adventure locations are not tailored to characters of a specific level. If the adventuring party is relatively weak, it’s up to the players to choose whether to flee instead of fight, negotiate instead of attack, or surrender instead of die.”

This is old-school player agency at its best. Players make the choices and then bear the repercussions of those choices.

The fifth-edition hardcover adventures often let characters roam. The random encounter tables serve deadly and weak threats. Each location aims to challenge a particular level of character, but the adventures rarely steer characters to a suitable challenge. For instance, a table in Curse of Strahd lists locations and their difficulty levels. But if a party happens to find sites that match their level, then their DM nudged them along.

And DMs running Curse of Strahd and its kin probably did some nudging.

Although mixing challenges of all threat levels feels natural and perilous, this cocktail suffers disadvantages. Weak foes force tables to waste time reaching inevitable outcomes. Overwhelming foes make players feel ineffectual, and may kill characters.

Even an adventure like Tomb of Annihilation has a story to tell and heroes to protect. “It’s up to you as the DM to be flexible and keep the story moving forward as best you can. If an encounter is going badly for the adventurers, you can have the monsters suddenly withdraw, demand the party’s surrender, or deal nonlethal damage.

“In short, there is always a way to turn the party’s misfortune into a fighting chance of survival.”

Turning a total party kill into a complication can save a campaign while adding spice. If characters make a narrow escape, they earn a tale to tell. When they level up and return for a rematch, they relish their new power. A capture takes the story interesting places. When you try to take characters captive, players notice you steering the game to force an outcome. But if players ignore the warning signs, press a fight even after they should retreat, and still get captured, they know they had it coming. Still, sparing characters with a “lucky” intervention works best as a rare twist.

When threats don’t always match the party’s power, D&D can become more exciting. But we value balanced encounters for a reason. They mix a fun challenge and a strong chance of success.

Letting characters find a few mismatched encounters livens the game. Letting them stumble into entire locations that don’t suit them probably yields a bad session. If low-level characters go into a high-level location, they can only fight to escape. If high-level characters enter a lower-level site, then the game becomes a rout.

Most players enjoy an occasional chance to dominate battles, but when I play and I’m not challenged, I’m bored, and I’m not alone. Mike “Sly Flourish” Shea asked D&D players on Facebook about this topic. Would players rather (a) have their DM scale up an adventure to challenge higher-level characters or (b) keep the low-level content and let players savor their power. Of those responding, 95% preferred a scaled-up challenge.

When characters lack challenges to face, time should pass in summary. So if high-level characters gearing up to storm the gates of hell meet some bandits on the streets of Hillsfar, skip the dice. See How to Use Scenes and Summaries to Focus on the Best Parts of a Role-Playing Adventure.

Despite a preference for challenging locations, an open world can still feature sites in a mix of threats, from the Caves of Chaos to the Tomb of Horrors. Deadly locations promise future adventure and make players look ahead with eager anticipation. But rumors and clues must help players measure the dangers ahead. If a bunch of new adventurers start poking around a skull-topped hill, they’re in for a nasty surprise. Princes of the Apocalypse skipped such signals and shocked a lot of players. They could easily descend from a challenging dungeon level to an overwhelming one.

Leading characters to the right mix of challenges presents a tough problem for designers of hardcover adventures. But most DMs just dream up their own content for their next game, and they probably do encounters right already. If that’s you, then you make most encounters fit the characters at your table, at least broadly. And even if you aim for just the right challenge, you create some uneven matches. Fourth edition made devising balanced encounters easy, but 5E delivers less consistent results. Even when encounters come tailored for a particular character level, some will become romps, and a few might prove unexpectedly hard.

Most fifth edition DMs tend use guesswork to create encounters—the building guidelines hardly improve on it. And that guesswork serves up a pretty good mix of difficulties.

When I design encounters, I mix some guesswork with quick, encounter-building guidelines. Sometimes, I create intentionally deadly foes because they can enrich the game. They force players to use diplomacy, or guile, or stealth. In fourth edition, when I planted a deadly foe, I chose something obviously overwhelming to overcome the expectation that every foe must be beatable. Such metagaming still leads players to underestimate threats, but I will relay what their characters know from living in the game world. “You believe this fight may kill you.”

I avoid intentionally designing easy encounters, because aiming for balance still yields plenty of easy fights.

D&D head Mike Mearls aims for flavor. “I copy down a few stat blocks and make notes on what makes an area interesting. I don’t use the encounter building rules. Fights are as tough as is appropriate to the location and situation.” I’ll bet Mike’s encounters still broadly suit the characters, if only because new adventurers probably spend more time in Hillsfar than storming the gates of hell.

The Dungeons & Dragons Books that Secretly Previewed Each New Edition

Dungeons & Dragons players have seen five editions plus a few versions that fall outside the count. We tend to see the release of a new Player’s Handbook as a clean break from the last, but each new edition received a preview in a book or two that appeared for the prior edition.

In a convention appearance, TSR designers Dave “Zeb” Cook and Steve Winter talked about how the first-edition books that reached print in 1985 led to 2nd edition. “Oriental Adventures was the big tipping point because Zeb Cook put a lot of really cool stuff in OA,” Winter said. “We felt like, wow it would be great if this was actually part of the core game, but it’s not.”

“Because of the way we had to treat those books, you couldn’t actually consider them canon when you were writing product or doing modules,” Cook explained. “You always had to assume that players only had the Dungeon Master’s Guide and the Player’s Handbook.”

From Oriental Adventures and the Dungoneer’s Survival Guide to 2nd edition

Oriental Adventures brought a taste of skills to D&D in non-weapon proficiencies. Characters gained skills such as calligraphy, etiquette, animal handling, and bowyer.

“One of the things dreadfully lacking from AD&D was any sense that your character had a real life beyond class skills,” Cook wrote. Non-weapon proficiencies “gave players a way to create a more culturally-informed background for their character.”

Ability checks reached AD&D in the Dungeoneer’s Survival Guide (1986). Although this book’s title suggests a focus on player strategy, this guide previewed rules innovations that appeared in 2nd edition. The non-weapon proficiencies from Oriental Adventures became options in the primary game. When players used non-weapon proficiencies, they made proficiency checks to determine the outcome. These checks operated like ability checks, but proficiency improved the chance of success. For more, see Ability Checks—From the Worst Mechanic in Role-Playing Game History to a Foundation Of D&D.

From Gamma World and Player’s Option: Combat and Tactics to 3rd edition

In a D&D podcast episode examining the 2nd edition, Steve Winter said, “There were all kinds of changes that we would have made if we had been given a free hand to make them—an awful lot of what ultimately happened in 3rd edition. We heard so many times, ‘Why did you keep armor classes going down instead of going up?’ People somehow thought that that idea had never occurred to us. We had tons of ideas that we would have loved to do, but we still had a fairly narrow mandate that whatever was in print should still be largely compatible with 2nd edition.”

TSR’s management required that AD&D stay broadly compatible with the original version, but other games allowed more innovation. Gamma World took D&D’s play style into a post-apocalyptic Earth. Crumbling buildings replaced dungeons, mutant powers replaced spells, mutated creatures replaced monsters, and so on. The 1992 edition of Gamma World took the current D&D rules and made changes from the 2nd-edition designers’ wish list:

  • Ascending armor class
  • Skills called skills
  • Attribute checks
  • Attribute modifiers similar to those that would appear in 3rd edition
  • Health and Mental Defense saves that resemble 3rd edition’s Fortitude and Will saves

This 4th edition of Gamma World set half of the blueprint for 3rd edition D&D. The other half came from Player’s Option: Combat and Tactics (1995).

Player’s Option: Combat & Tactics introduced the gridded battle map to D&D. In the Foreword, Skip Williams promises that, “You will find plenty of ways to make combat more than a dice-rolling contest or an exercise in subtracting hit points from your character’s total.” Combat & Tactics reads like an early draft of the 3rd edition combat rules, complete with rules for opportunity attacks, reach, cover, and critical hits. Combat & Tactics probably scared more players away from battle maps than it converted. The supplement moved deep into wargame territory, with over 250 pages of rules for facing, fatigue, and things like direct and indirect bombardment. However, the 3rd-edition designers chose the best of the innovations.

From Tome of Battle: Book of Nine Swords to 4th edition

In 2005, work on 4th-edition D&D started as a project codenamed Orcus. In Wizards Presents Races and Classes, lead designer Rob Heinsoo wrote, “Our instructions were to push the mechanics down interesting avenues, not to stick too close to the safe home base of D&D v.3.5.” The project team developed eight classes built around powers and giving every character some interesting action to choose each round.

Early in 2006, designers Rich Baker, Mike Donais, and Mike Mearls “translated current version of the Orcus I mechanics into a last-minute revision of Tome of Battle: Book of Nine Swords. It was a natural fit, since Rich Baker had already been treating the Book of Nine Swords as a ‘powers for fighters’ project.”

Tome of Battle: Book of the Nine Swords presented new martial classes for 3rd-edition D&D. The additions blended the unreal, cinematic stunts of Far-East action games and movies with a typical D&D game. Warriors gained maneuvers that worked like encounter powers in 4th edition.

Now, used copies of the Book of Nine Swords command high prices, a scarcity which might stem from meager sales in 2006. Nonetheless, the book offered a prototype for 4th edition.

From the D&D Essentials red box to 5th edition

Many fans of D&D felt the 4th edition no longer resembled the game they loved. A few years after the edition’s release, sales of the 3rd-edition D&D spinoff Pathfinder surpassed D&D. In an interview, Mike Mearls said, “No one at Wizards ever woke up one day and said ‘Let’s get rid of all our fans and replace them,’ that was never the intent. With 4th Edition, there were good intentions. The game is very solid, there are a lot of people who play it and enjoy it, but you do get those people that say ‘hey, this feels like an MMO, this feels like a board game.’”

Aside from a barely-noticed sample in the Book of Nine Swords, 4th edition came from a secret project. Rather than ask D&D fans what they wanted in D&D, the design team made assumptions and built a game based on them.

When Mike Mearls took control of the D&D team, he worked to reverse course. “We want D&D to be the best roleplaying game it can be. We’re always open to change, to reacting to what people say. The past is in the past, there’s nothing we can say or do. If you are a disgruntled D&D fan, there’s nothing I can say to you that undoes whatever happened 2 years ago or a year ago that made you disgruntled—but what I can do, what’s within my power is going forward, I can make products, I can design game material, I can listen to what you’re saying, and I can do what I can do with design to make you happy again.”

Just two years after 4th edition’s release, Wizards of the Coast couldn’t ask players to adopt another new edition. Instead, the D&D team tried to win back some unhappy players with the D&D Essentials line. A new, red-box starter set built on nostalgia for the game’s most-popular introduction. Essentials aimed to recapture “that core of what makes D&D D&D, what made people fall in love with it the first time, whether it was the Red Box in 83, the original three booklets back in 74 or 75 or even 3rd edition in 2004. Whenever that happened, to get back to what drew you into D&D in the first place and give that back to you.”

When Mearls gained time to create a 5th edition, he stuck with the same strategy of listening to the game’s fans. In another interview, he explained that he launched the open playtest “to get a sense of what people actually wanted out of D&D. The only real mandate was to make sure that we captured the essence of D&D. It was important that anyone who had played D&D in the past could play the new edition and have a clear sense that this was D&D.

“We were also committed to analyzing and using the playtest feedback to guide our decisions. Those might seem like fairly simple mandates, but it can be difficult for game designers to take a step back from their work and treat it with a cold, ruthless editorial eye.”

Dungeons & Dragons 5th edition hardly resembles 4th edition, but Essentials showed the way to the current game’s success.

What I Wish the Player’s Handbook Had Explained About Some More D&D Spells

In my last post, I offered some extra explanation for common spells that called for it. This post covers more spells.

Hex

Until Hex ends, the caster deals an extra d6 damage every time they hit the hexed creature with an attack. Some players hope that spells like a Magic Missile qualify for extra damage, but no. Actual attacks include an attack roll. Hex rewards casters capable of rolling lots of attacks from spells like Eldritch Blast.

The target of a hex suffers disadvantage on ability checks made with an ability of the caster’s choice. This penalty does not affect saving throws, so the disadvantage rarely comes into play.

Hypnotic Pattern

Creatures outside the 30-foot cube spanned by a Hypnotic Pattern see the pattern, but don’t suffer its effects.

When creatures become hypnotized, their intelligent allies typically focus their attacks on breaking the spellcaster’s concentration.

Creatures with advantage on saves against being charmed also gain advantage saving against Hypnotic Pattern. Creatures immune to charm cannot be affected.

Hypnotized creatures can’t take actions, but they can still evade attacks. Neither the victims’ AC nor their saving throws suffer penalties.

Suggestion

Players dream of casting Suggestion unnoticed, but observers will spot the enchantment. In addition to the usual gestures, casting Suggestion requires a verbal component of mystic words. The verbal component includes more than just the suggestion itself.

A suggestion must seem reasonable, so many suggestions include a bit of context. Jeremy Crawford offers some plausible suggestions:

“Flee! A dragon comes.”

“Don’t attack; I intend no harm.”

“Your sword is cursed. Drop it!”

In most cases, giving the king a suggestion like “execute the queen because she plots against you” would fail. Designer Mike Mearls says that the suggestion would seem too unlikely and too obviously harmful. “Context is really key. If the queen was already on trial, then it might work to push king to a guilty verdict.”

Wall of Force

Although a wall of force blocks spells just like in past editions, the new text fails to make this obvious. The description of Wall of Force only says that nothing can “physically pass” through the wall.

Designer Jeremy Crawford explains that a wall of force grants total cover, and that spells cannot target things behind total cover. (See page 204 in the Player’s Handbook.) Also. total cover blocks areas of effect from extending from their point of origin into the wall of force. This means that the wall blocks virtually all spells and their effects.

Spells like Teleport and Misty Step can pass a wall of force. These spells target the creatures who teleport, not the destination. Misty Step only requires the caster to see a destination in range. This interpretation fits D&D tradition, which says that creatures who teleport travel through the astral plane and that walls of force do not extend to the astral plane.

In the past, a wall of force could not block gaze attacks. This still applies to monsters, because they have gaze attacks that only require a victim who sees the eyes. However, the Eyebite spell implies that the caster targets victims.

When a caster creates a wall of force consisting of ten 10-foot panels, all the panels must form a single flat surface with a side of each panel connecting to another panel’s side. The wall cannot include checkerboard-style, corner-to-corner links.

Spells where the affected can’t see the areas of effect

For spells like Silence and Darkness, marking the spell’s area of effect on a map steals the uncertainty experienced by characters under the spell. Creatures in a Fog Cloud cannot see whether a step takes them deeper into the cloud. Creatures in Hunger of Hadar cannot see a path out and desperately want to find it.

A Silence spell that affects some characters can create a fun situation. Instead of marking the silence on the map, tell the characters who can no longer hear. Those players may not talk to other players, nor can the other players talk to them. Nobody sees the bounds of the silence, but they know who can’t be heard. If someone wants to help lead the characters out of the silence, they must point and gesture.

Spells like Darkness and Fog Cloud effectively blind characters, leaving them with no knowledge of the spells’ reach.

If a spell leaves out some of the party and enables them to see the area of effect, handle the spell in the easiest way: Mark its area on the battle map and let everyone take advantage of the perfect information. This assumes that characters shout directions to guide their blinded allies. Also, this assumes that everyone gives and follows directions perfectly. As long as players and their foes sometimes benefit from the assumption, it seems fair.

If a spell blinds everyone in a party, ask all the players how they intend to act and where they plan to move. Then go back to taking turns. When someone leaves the spell’s area, you can mark it the battle map. But until the next round, you can hold the players to their declared actions without being unfair. Everyone in a round takes their actions in the same six seconds. Any character who found a way out was too busy getting there to guide anyone else.

If a spell blinds monsters, then as the dungeon master, you must take the familiar job of reacting as the creatures would. Outside of a spell’s area, smart creatures might shout instructions to guide allies. Inside, smart creatures might spread out, assuming the caster aimed to blind as many creatures as possible. Aggressive creatures might charge the spellcaster. Cautious creatures back away until they can see. If more than one action seems equally likely, roll a die. Whatever the monsters do, explain their rational. Players should feel that the monsters act on something other than the DM’s perfect knowledge.