Mike Mearls Profile picture
Sep 15, 2018 12 tweets 2 min read Read on X
It’s a big topic that I will now try to unpack in a series of Tweets. t.co/1TRQh19OTk
3.5 and 4 were very much driven by 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.
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.
These two aims play together in an extremely terrible way, at least from a design perspective. Your core system has to cover everything... meanwhile you are adding more cases and content to your game. Good luck with keeping those things in balance!
IMO, the 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.
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.
In broad terms - and based on what we can observe of the community from a variety of measures - we went from a community that focused on mechanics and expertise, to one focused on socializing and story telling.
Mechanical expertise is an element of the game, but no longer the sole focus. Ideally, it’s a balanced part of all the other motivators. If balanaced correctly, every has their fun. Enjoyment isn’t zero sum.
As D&D is descriptive rather than prescriptive, individual groups had different experiences. However, that was the design trend and what we saw in the community as a whole. It’s been interesting to see things change with the change in rules and the flood of new players.

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More from @mikemearls

Feb 20
Looking at Hasbro's 2024 results, I think this might be the first time that D&D tabletop RPG revenue has decreased with the release of a new edition. How'd that happen? It lines up with a lot of what I've seen in the marketplace: (1/5)
Fans just aren't excited. The OGL took the air out of the community around the game, and other than shaky claims of backwards compatibility the game has almost gone out of its way to avoid answering a simple question: Why buy this new edition? (2/5)
The audience is treating it like a new edition. Every TTRPG publisher relies on their backlist as a big part of their sales. Backlist sales have crashed down. Meanwhile, the lack of energy in the community has dragged down new player acquisition. (3/5)
Read 8 tweets
Feb 14
OK, so let me breakdown the root problem of CR. It was terrible in 2014 and it remains terrible in 2025. It ignores how we actually play the game and is a millstone around the 5e system. It also explains why low level 5e works.

But why is that? Check the image below. Image
That table shows the CR of a single monster that is a high difficulty encounter for a party of four characters of the listed level. So, a 7th level party can face one CR 10 creature. That creature has, on average, 165 hit points and AC 18.

So what's that final column?
That's the HP a creature needs to survive three rounds against a 7th level party, using the damage that an actual party kicks out. Why the disparity?

CR relies on an averaged output for a party of a given level. It assumes the characters use a set % of their resources.
Read 12 tweets
Jan 28
I was literally dragged into a call with one of the directors way back in 2019. They asked if a druid wildshaping into an owlbear was OK, and I said yes. The rules were supposed to go into Tasha's along with original concept for variant class features, but that didn't happen.
Tasha's alternate classes features were supposed to be new ways to play each class. For instance, the barbarian might get an alternate rage that augmented speed, allowed the use of Dex weapons, and had some other benefits. It was supposed to support the next 5 years of the game.
Obviously, that didn't happen.

Also, the 3 year cadence of supplements was driven by Xanathar's. It was code named Midway after the battle of Midway. I projected that, to claw back market share, Paizo would need to launch Pathfinder 2 in 2017. Xanathar's was our counter play.
Read 5 tweets
Jan 23
I had a few people ask if I actually fit satisfying sessions of D&D into an hour. I 100% and have been doing so for almost five years now. The key is rebalancing monsters for faster but still dangerous combat, and streamlining the core rules for everything else.

A thread:
Working from home, I found that I cannot spend more than an hour in a single Zoom call. My brain just fries. So I started running RPGs at lunch. We started with Boot Hill, a game ran to celebrate the life of Brian Blume. He passed away early on in the pandemic.
Boot Hill has a *lethal* combat system. I ran an initial gunfight, and things zipped by because that game has two states combat:

* Take cover and play defensively, maybe survive
* Get caught in the open, die
Read 10 tweets
Jan 22
Used the troglodyte in my Wednesday game. This session nicely wraps up what I want from one hour of D&D: two significant battles, exploration/puzzle, roleplay scene, and a chase. We also spent about 10 minutes catching up, and ended 5 minutes early.
First bit of action was a quick chase using rules inspired by the classic James Bond 007 RPG. Party ran down a bullywug scout. Captured him, interrogated him, learned a bit about this dungeon level. RP all ran in-character, including me blubbering like a frogman.
The rogue scouted ahead, spotted trogolodytes who had overrun a bullywug guard area and were hiding in there. Party moved up to attack, unloading a LOT of spells to take out the trogs before they could make a counter attack.
Read 9 tweets
Jan 12
There's a weird bit of technical debt embedded in D&D - the time and distance scales don't quite sync up. It's been in the game since the beginning and shows the game's roots in Chainmail.

This also ties to why 5e characters feel like superheroes.
TL;DR - The modern idea of the "encounter" as one keyed room in a 10 or 5 foot per square map is wrong. The encounter is that entire map. Exploration takes place between those maps. Dungeons should be built as keyed nodes connected by passages/stairs/etc.

5e characters feel like superheroes because unless the entire dungeon has the chance to engage them, it's hard to build single shot fights that can threaten them. The sweet spot between easy fight and TPK is perilously small. Instead, you want threats that ramp up as the fight continues. You beat 5e parties through attrition. They can always out alpha strike you.
BITD, we had 1 minute combat rounds and 10 minute exploration turns. That seems reasonable, if the playing area is a large miniatures wargame. We, the players, stand above a sand table like Greek gods on high, watching each minute elapse as we push blocks of miniatures around.
Read 25 tweets

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