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Video Slashdot's Rob Rozeboom Interviews D&D Designer Mike Mearls (video) 139

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Mike Mearls is the Senior Manager for the Dungeons and Dragons Design Team. He's been with D&D publishers Wizards of the Coast (a subsidiary of Hasbro) since 2005, Before that he was a free-lance game writer and designer. In this conversation with Slashdot editor Rob "samzenpus" Rozeboom, he talks about changes in the latest version of D&D and how the company interacts with players. (We'll have some more chat with Mike next week, different wizard time, same wizard channel, so stay tuned.)


Slashdot welcomes reader video submissions. Email robin AT roblimo dot COM for info.

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Slashdot's Rob Rozeboom Interviews D&D Designer Mike Mearls (video)

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  • by Anonymous Coward on Wednesday July 18, 2012 @11:48AM (#40686791)

    With the advent of 4th Edition, almost 10 years worth of direct effort from Wizards of the Coast (and almost 4 times as much effort from supplemental systems) was jettisoned in favor of an easier system that would allow for more quickly moving games. I was a very devoted fan of 4th edition (No reason to carry around a wheeled suitcase of rule books/supplements if you only need 1~2 that can go in a backpack. With the re-introduction/repackaging of nearly the same rules over and over again (Core books, Extra Handbooks, Monster Manuals, Essentials, Vaults, Compendiums) there were only 2 ways of keeping up with all the material. Become a professional D&D player with an entire bookcase dedicated to the rulebooks, or subscribe to the Insider where you could download the new rulesets.

    My Question is this: After the merchandise bloat that occurred in 4th edition what plans does Wizards of the Coast have to combat the significant buy in to play at a decent level?

  • by Sir_Eptishous ( 873977 ) on Wednesday July 18, 2012 @01:50PM (#40688261)
    I disagree with no strength bonuses on missile attacks. How fast can pitchers in MLB throw? I guess it depends on the weapon. Obviously crossbows wouldn't be affected by strength.

    In our 2nd ed campaign we've recently implemented a new tactic underground.
    We call it "Wall of Fireball". This is where the Druid casts Stone Shape in a corridor creating a wall approx. 6" thick with a hole just large enough to cast Fireball through. Yes, there were a few miscalculations the first few times we tried this, and characters paid the price(Blowback through the casting hole, Oxygen consumed in smaller areas, etc). The DM didn't like it at first, but after significant research into what both spells can do, he allowed it.

    Does it "break the games balance". Not really, and players will always look for ways to use spells, items, skills, etc; to master a situation. Several times during the casting of the Stone Shape our adversaries would hear the spell being cast and attack. Sometimes we're able to Silence the area in front of where the Stone Shape will be cast to counter that, which doesn't always work, so this tactic isn't foolproof, just fun to use sometimes.

Understanding is always the understanding of a smaller problem in relation to a bigger problem. -- P.D. Ouspensky

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