Jeremy Crawford Design Q&A June 10, 2023Zoltar hello and welcome to another dragon Plus livestream the most exciting hour of live streaming caveat on Tuesdays between 2:00 and 3:00 on the day and wait wait of rules lawyers at heart I want to make sure that it’s accurate but still positive so for folks that might be tuning in for the first time this is where we discuss content heading into each issue of Dragon Plus take a visual look at the design the development and the running of your D&D game content but also have a chance to meet with Jeremy Crawford every other week to talk a little bit more about the ongoing design process especially following the happy fun hour which does a lot of design concept and ideation we felt it was a good opportunity to follow that with sort of how the design process continues to work within the halls of D&D is that an accurate statement as well that that is totally on target and in fact as I think I’ve mentioned before when we’re on here I’m often right in between design meetings so right after being on here I’ll be going into a meeting where we are going to be digging deep into monster stat blocks for a book we haven’t even announced oh yes so we’re saving you from a meeting so that’s a good thing anyway and for folks who might not be familiar with my guests although of course many of you already are Jeremy Crawford is the lead rules designer for Dungeons & Dragons the lead designer of the players handbook and the game’s managing editor all true statements all true all true how does he do all those I know if only I kept it written down so Before we jump into questions and for for the topic of this week’s dragon plus and I’ve been calling this the design plus as well for this week we did want to very briefly touch upon as you might expect the Giant soul sorcerer was released yesterday for unearthed Arcana we will have a lot to discuss about the continuing design that unearthed Arkana material in this week but more so in in weeks to come last time we did collect a good number of questions from our viewers and so we also wanted to make sure that we did have an opportunity to address those questions so rate we’ve collected to compile those and we’ll be going through quite a few of those initially this hour as well before we begin I did want to say quick thank you to everyone who tuned in to the stream of many eyes and for those who were participating in any capacity whether you were watching or chatting or moderating thank you so much to our moderators who were who were in attendance as well or firfer guests such as Jeremy who actually made the trek down to Los Angeles and I I spent a good portion of the weekend DMing but rather than on camera I was backstage getting to DM long-form games so you know the streams had those really fun 90-minute sessions while backstage I was doing three to four hour sessions with an amazing build out with dwarven Forge buildings and miniatures it was it was a lot of fun I was meant talking to the dungeon masters though that 90-minute slots for some of the games that’s that’s its own challenge that is tight and knowing that somebody is coming right after you and that you’ve got to wrap up what’s going on in 90 minutes that that could be a challenge unto itself I’ll be doing a little bit of that I think this weekend when I met origins because it conventions often there are you know slots that are 90 minutes long or sometimes 120 minutes long and especially if you’re a talkative DM like me can be it can be challenging to wrap things up when you see the clock ticking toward the end it’s like I had that on my list so you are jumping from event to event we had the stream of many eyes in Los Angeles last weekend you will be in origins of the origins I fly i fly to columbus tomorrow okay i will actually be doing a sage advice live minimal on friday so any of you who are watching if you’re going to be at origins please join me on Friday and you can ask me D&D questions to your heart’s content for one hour in person also if you see me at origins or really anywhere game store other convention never hesitate to come up and say hi I love talking to fellow D&D fans I can’t promise that I will always be able to answer the questions you have but I love to I love to try and I’ll also be on a panel on Saturday that will be about LGBT themes in role-playing games and I’ll also be DMing I will be a I whenever I go to a convention I love being a drop-in DM so if you’re in the DND area if you’re approaching a table and the DM looks like me as a good chance it is in fact me or it’s one of my doppelgangers whom I deployed into the D in the area we were just talking about that last hour at the happy fun hour there’s time travel and clones and all sorts of fun things that Micah’s development was to cause rules consternation z’ and desire hatred design challenge yes yes I was going to ask you the usual what are you reading watching playing the time travel I was just as an aside Shelley mazza novels least favorite convention in film as far as plot devices it just throws it into a tizzy oh god it got it what in the hell is he doing right right so reading watching playing anything with time-travel nothing with time travels so watching I saw the horror movie hereditary over the weekend who is that good I enjoyed it I will not watch that I cannot watch yeah you can’t do horror movies but I can’t even get through the preview correctly without Wow freaking out so it it was up my alley it was trippy there is some stuff in it that is sort of a callback to old horror classics like Rosemary’s Baby and that was Ursus never seen it uh it produced by the same people who produced the horror movie the witch which I loved partly because as as anyone listening might know I love hags and the witch that film right that film has an amazing portrayal of a classic fairytale hag now that one I could walk myself through gingerly because there’s not it’s not that scary as it is eerie hmm and you know not really jump scares which that’s the real thing that I can’t stand as when the tension gets ratcheted ratchet and something’s coming at you I can’t take that so the last not this not this past weekend but the previous two weekends before that I was playing D&D this coming weekend I’ll be playing D&D so this past weekend rather than playing D&D I played a little bit of the video game battle chasers on Nintendo switch which it certainly has a lot of D&D influence so it is yes it’s funny that even the video games I play usually are D&D adjacent yes and reading did we ask reading reading let’s see what am i onto now I am so I am reading now a four volume series on the development of the notion of evil in Western mythology theology and history so it started in the ancient world with various gods of evil that appeared in different Mediterranean religions how that then influenced the development of Christianity notions of evil and Judaism for volume series I’m going to be reading that for a while I’m on but I’m already on vol 2 so light popcorn yes page-turner yeah it’s by a historian called Jeffrey Burton Russell I think I got his name right very cool so yeah I’ll have to pick your brain a little later about hereditary yeah yes in any case let’s sew it so again let’s jump into some of the questions that you had again we do go through the chat logs from from every episode and we gathered to compiled a few that we wanted to address for everyone’s interest graph pieces I’m gonna mangle every one of your names because I cannot press is required James what going back to Morton Canaan’s Thoma foes what was your favorite chapter to work on it’s a tie in that book so first I’ve mentioned the bestiary because I love working on monsters and I already saw in the chat if you ever seen me by the way on here glancing over here what looks like I’m glancing at this copy of Zanna Thor’s guide to everything I’m actually glancing at Bart’s laptop we see the stream of questions I saw someone ask when are we gonna have one of these sessions a monster design and I think it’s a great idea for us to do it because I love love love working on monsters they are these wonderful standalone game design nuggets they each tell a story if they’re designed well so I loved working on the bestiary it was such a fun range of nasty critters a lot of high CR ones far more gross creatures than we had intended I think I’ve mentioned on here that we got to the end we’re like wow a lot of these things are disgusting but so tied for me was doing a lot of the writing for the elf chapter yes I really loved fleshing out the elf mythology and some people have wondered why did we delve so much into like elf culture dwarf culture halfling culture in a book called toma foes shouldn’t it all be about things things you fight right like chapter one the blood war is all about demons and devils which player characters often are at war with where as you get to the elf chapter and it’s certainly there’s a lot about the the dark society of the drow that has been influenced by the evil god wolf but then there’s also a lot about regular elves well our thinking there is we wanted to make sure you understood both sides of the conflict that we weren’t just telling you about the evil side in the D&D multiverse but also about the sides and and often it’s it’s not just one side it’s multiple sides these various groups that oppose it particularly because people are often playing the elves the dwarves the halflings etc who are the opponents of the drow the de where gar and so forth so we wanted to to let you really dig in deep to both sides of some of these conflicts including the side that you might be a part of so you’re it’s providing tools to help build your character but also for the dungeon master to build more story into the conflicts against this character exactly yeah yeah so that also then the DM would be inspired to maybe do some world building have some new insights and how to create an elven culture you know what’s distinctive about elves versus dwarves versus you know gifts awry etc and really dig in also into the myths behind these peoples because ultimately as a fantasy game so much of it is about that that mythical layer and Morgan Kane Morgan Kanan stomach foes is really in many cases about kind of the mythical side of the game about digging into some of these stories that almost transform any of the particulars I mean I’m not I’m sorry not transformed transcend any of the particular worlds within the D&D multiverse there are there are details about the gods about the origins of some of these peoples in that book that almost stand outside time like if you look at the Forgotten Realms or gray hawk or Dragonlance or any of our other official settings you might think well some of these details line up but others don’t and we were very conscious about that fact because again we were writing again it’s sort of in mythical time right basically about a prehistory about this mysterious period in the multiverses history before all the worlds were formed because we’ve even toyed internally with the idea of maybe some of the worlds in the D&D multiverse are older than others that some of the big stories that were familiar with in some of the worlds take place in wildly different times in the multiverses history and so maybe someday we will unveil some of the some of the things we’ve been exploring at that so macro-level it it’s admittedly something that is really fun for us as storytellers to play around with but we also have to check ourselves that we don’t get too carried away because often what DMS really need and players need is just like what are the details for going into this dungeon or going into this town or talking to this Queen but that said those myths can really help DMS create these cosmic stories that really resonate with people and help them really dig into why do we even tell stories about elves why do we care about dwarves you know what in fantasy why isn’t everyone just a human and so part of yeah part of our goal is to dig into why has D&D been fascinated by these non-human peoples from the beginning and then more broadly why is fantasy storytelling for centuries been been fascinated by these peoples who are often kind of metaphors for different aspects of the human psyche I imagine in a way a campaign building is similar to fiction writing and so far as there’s a lot of background detail that you might work up just for your own edification but it should never necessarily get into the way of the story right but still useful to have so that you can tell the story that you want yeah I did want it speaking of which morning canis Toma folks we have got Zenith I was glad to everything in front of me just because I loved the goldfish and how it took part in the stream of money yes but morning cannon stumble foes is out now and doing doing quite well so I did want to say quick thank you to everyone who has picked up a copy of the book thank you so much for supporting Dungeons and Dragons and thank you for making the purchase considering the purchase of morning cannons so speaking of things that we do this is like a frequently asked question so let’s ask it again frequently a Kamiya how can I apply for a job at Wizards of the coast I’d say keep an eye on our job pages on the Wizards website if you see a job pop that you are qualified for go for it if you’re specifically looking to get work as an editor or a writer or an artist or a graphic designer on our books then the best thing you can do is do that work as much as you can for another company for yourself by putting things on the DMS guild yes just make sure you’re you’re practicing your craft because one of the best ways the best way really to get good at what it is we do is to do it and if if you can’t immediately find a job where you’re getting paid to do it do it as a hobbyist do it for DMS guild get used to getting feedback and also get used to as I’ve talked about before evaluating your own work be a critic of what it is you’re writing what it is you’re drawing what it is you’re laying out so that you can hone your work you can make it the best version that you can make it ask your friends to review what you’ve created really try to be as dispassionate as possible always with your reader or your viewer or whoever your audience is always with their enjoyment in mind so that you always have it clear in your mind who you’re doing this work for you want your you as a creator you want to be happy as well so make sure make sure you’re following your own bliss while also providing as much enjoyment to your audience as possible and I would reiterate that now days perhaps more than any other time certainly there are those platforms where you can express your hobby in a more public forum right with with eyeballs that include wizards the coast on it deems guilt is a great example where you’re able to put create your work and put it out there for consideration twitch I would say is another platform to to use are you running games there’s those channels that we watch as viewers or YouTube videos that we watch as viewers and it’s it’s an opportunity for anyone to express themselves and in the brand to take part in the brand even if it’s not an official capacity it’s still within the brand family yeah and and I would say too if you’re any kind of creator don’t get discouraged by initial failures rarely do things hit the target on the first go I mean we we demonstrate that by the fact that we are constantly iterating with our design you know we we will design something we might throw out most of it we’ll try again we’ll try again we’ll try again the point is keep at the work keep at the work keep at the work the other thing is to in this this sometimes is a tough message for people to hear having good ideas isn’t good enough what what’s going to get you forward and the work you want to do and here all zero in on game design or game editing or you know being an artist what’s going to get you ahead is doing the hard work of the craft of actually putting words to paper actually putting brush to canvas doing the thing having a bunch of ideas that you haven’t formed into a fashion that’s digestible by somebody else that they can then use and enjoy it means you’re not there yet you haven’t done the work and so really it’s all it’s about doing the work do it again do it a few more times iterate revise refine and if you fall down keep picking yourself back up get advice from other people and try new approaches if you find your approach isn’t working see if you can take a step to the side and suddenly you might have a path forward when before you thought there was a wall in front of you if you just alter your approach a little bit suddenly well I have a clear path I could talk about this a lot no III think there’s one of the things I’ve learned in these discussions is definitely we could structure many a sort of curriculum out of our discussions yeah and one of them would be hey I’m interested in becoming a career professional how do I go about that yeah so maybe that’s content that will formalize at some point and together but I mean ultimately it can all be boiled down to make stuff right yeah I I ideas no matter how clever they are are not good enough gotta make stuff that I enjoy fiction writing myself and it’s the same thing I have a great ideas for 50 books mm-hmm but it doesn’t matter until you get it at least a draft out right and there’s something okay I hate it well it’s revised and revived yes and you might revise it into a work that you and your readers are happy with right but you won’t know until you actually have words on those pages yes and it can be a challenge I will say modern life families every jobs what it it can be difficult to find that time to get the pen to paper and commit but if you can carve out just a little bit of time consistently it does add up day by day week by week it does that up and then you have you have a project you have a creation let’s move on to minotaurs and centaurs that we discussed the last couple of weeks there were quite a few questions that came out of it you know centaurs wearing boots and so on and so forth io Duff asks can centaurs write on brooms and I’m assuming here someone means a broom of flying broom sauce or something like it or hobbyhorse so so any question like this is always up to the DM at the end of the day but luckily we wrote some guidance on these sorts of questions in the Dungeon Master’s guide so if if you’re wondering not just about centaurs but really any any being in D&D who is who has Anatomy unlike a human or another humanoid and you’re wondering can they or where a particular magic item if you go to the front of the magic item section in the Dungeon Master’s guide there is a whole section on wearing magic items and talks and gives guidelines on what what sorts of creatures can wear what and give some suggestions for the DM to adjudicate it I as a DM would say sure I mean a centaur has hands to hold on to the broom right and and that you know the magic holding them underneath could hold their their horsey half yeah so I is a Dean DM would see no impediment to a centaur riding around on a broom of fly some things might look ridiculous but they’re magic items they meld or shape or they’re they’re usable from a game mechanic perspective and in many cases and and I never as a DM let ridiculous stop me okay cuz often often ridiculous especially if it to something players really want will bring a lot of smiles to the table and also sometimes I’m impish in that if especially if a player is being really insistent about something that is pretty absurd yeah my strategy is not to say no my strategy is to say yes and lean in hard to the absurdity I will often find in the next session they never suggested again because basically I’m like you want to walk around with chocolate ice cream on your face here you go here’s all the chocolate ice cream on your face I’m gonna ask did you have an example of this that came up in your campaign so it it almost never happens in my current home game okay yeah well I could careful honestly I do it at conventions sometimes so you might see me do it if you play at one of my tables in my home game my players are so unboard for the horror mood because you know we’re now in year two of gothic horror and I originally thought this campaign was going to be only one year long but we just keep going I didn’t realize I had this much appetite for horror oh boy so they are so on board for the mood that this kind of thing really comes up but even then they will often want to come up with something bonkers that the rules barely support and my default and this is something we talked a bit about in in the Dungeon Master’s guide my default is I say yes and or often what I’ll say is not yes but you can try and and for me the DC might be absurdly high but I’m not one will rarely just say no outright so one of the things that I tend to do and this because I’m it relates to another question is if it’s something that the players really want however ridiculous it is in many times that supersedes whatever goal I think I’ve set out for them to achieve that’s the thing that they really want yeah oby know OGG ami had asked what tips do you have for a DM dealing with new players who don’t seem to be self-motivated to do anything but wander aimlessly how can i guide it without pushing or dragging the party around that’s a great question and that in many ways has to do with adventure design another topic we could do a deep dive on in a future episode yes and we should yeah yeah oh and again to be clear to everybody today we’re gonna do a lot of this sort of catching up on questions we’ll do some more deep dives in future episodes but the questions started piling up and we thought it would be good you had a lot of questions we wanted to make sure we address them at least one week on earth they’re kinda just came out yesterday we will be getting to Giants soul in and weeks to come the giant soul sorcerer so so regarding motivating those players who really are having a hard time engaging part of it is making sure in your adventure design that there’s some hook for the players that appeals either to their characters pasts often appeals to they’re just to their hearts appeals to their sense of basically their sense of good in the world you know often if you put someone in peril that will often be enough of a motivation for the group to go to that person’s aid so that’s why so many adventures start with hooks of someone’s in trouble go help them hey this person you really care about really wants you to go on this quest or hey you know we talked we talked in our session zero about how much your character loved her grandfather who vanished decades ago and bam session one I let you know there are rumors that your grandfather was seen who has not been seen in many a year tales have now been told that he crossed the threshold into this ancient temple in the mountains several people followed in him in him in and then there was no sight of him that in will be enough for many players to go all right we’re heading up to that mountain shrine we’re gonna start investigating what happened to Grandpa yes and so you want to just make it personal for them for their characters or make it crazy you know again all right this village is burning down put out the fire and then often you can just have things start rolling from there session zeros are really helpful I would reiterate that as well we had a dragon plus article a couple issues back where it was Sam why gelt was and Kris to Locke had cars they would pass around the table to get a sense of who the players who the characters were but it kind of makes me think of a session zero using some party games just to get a sense of who the players are if you give them just some random scenarios about hey if you saw this what would you do or your you know which would you pick between these choices just to get a sense of where the players motivations are cause you know that’s going to inform their their characters and just see okay this is a group that is very curious or is very cautious or will definitely help the person in in danger or is going to be you know tends to be motive by okay what can i what can I get out of this so yeah there’s there’s a little pre-planning that you can do with just a quick conversation around the table right and I would also say when you when you do that pre-planning as a DM you often only need to cook a few of the characters because often if you hook a few of the characters in enough yeah they will serve as the force of gravity that pulls the rest of the players with them yeah so that then the players have the perception that the motivation for what’s going on came from within the partying and not from the Dungeon Master so I often love to plant seeds storey seeds for particular characters and then let those characters players actually do the heavy lifting on pulling the story in particular directions going back hey my relative there’s rumors about them being there I’m going right that’s going to motivate the group at large and in a lot of ways and so now it’s it’s a sort of an internal consensus that they’re going off how I often make sure that other people are going to want to be motivated is again I will often work in some kind of moral appeal you know where you’re gonna be going to help people sometimes there will might be the the glimmer of wealth at the end of of the road because wealth is often a motivator for certain characters I also in session zero especially for a campaign a long campaign rather than you know a one-shot or something I make sure there are deep connections among the characters so that usually if one character gets pulled along they’re gonna pull the characters who they’re deeply connected to along with them and so characters in my campaigns a few of them usually end up having some kind of family relationships some of the characters are often from the same organization you have other characters who might have been adventurers with each other years before there might be old friends you know I’ve had characters who were as close to each other as you know brother and sister or two brothers years ago there was a campaign where one of the characters was the uncle who was raising his nephew if you build those kinds of deep connections in again all you often have to do is just tug on one of the strings and all the other strings come along for the ride and that’s not to say there can’t be multiple motivations either I was just thinking you know why are they going to Alderaan well obi-wan wants to do the right thing Luke wants to meet the princess and Honda’s in it for the money right so and but it’s the same goal that they’re trying to achieve but that’s actually I love that example because the bit about the money for Han that comes from Leia I remember correctly yes don’t worry you’ll be well oh no no no no well cause he might have been the Leo I might have been Luke who said oh I think it was Luke who said you’ll be rich yeah so right right yeah so that’s a great example in a way of party members tugging on each other toward the goal right you’re not gonna do it because you want to be the princess I want to be a princess right I need to come with me that’s right really quickly just because mad wolf twelve I know you asked this multiple times last stream and I want to get you an answer same question about consent ours ride brooms can Eric ho Kragh where other winged player characters were close so again this goes right back to the section and the Dungeon Master’s guide where it talks about who or what can wear various magic items check out check out that section it will answer most of your questions and although really the rule can be boiled down to the DM decides in that section gives a variety of guidelines again just so you know the spirit behind the writing of those rules and I can tell you since I was the one who finalized those rules my spirit behind those rules is whenever possible let it happen we this is why we built in strict strict rules like the three item attunement and whatnot that rule is really meant to be the control and it’s why actually in the Dungeon Master’s guide when you look in the section on tweaking the rules of the we say tweek away but there are a few rules in the game you’re better off leaving alone one of them is concentration one of them is the three item attunement which of course then we fiddled around with in the version of the artificer who did a while ago because again we were very careful and we knew you know we we knew the risks we were taking there yeah but one of the reasons again why that strict rule is in place is so that if you use that rule you can then otherwise feel comfortable saying yes because it’s like well as long as you’re not you know busting out of your normal three item attunement let him wear what they want to wear and and and if again if the issue is well it might look ridiculous if the player wants their character to look ridiculous let them look ridiculous again I think it’s often funny how like groups get really concerned about policing the appearance of other people’s characters and it’s like again if if I want my wizard to look look the fool let me do it and but again part of the fun of D&D is your choices can have consequences if my character looks the fool and wanders into town I will kind of enjoy it if the DM then makes their consequence err it makes it makes it so that there are consequences where then the NPC’s are noticing like why does this guy look like a clown we’re gonna treat you like a car yeah yeah I love the idea concept of the rules as sort of this mat this instrument panel and you can you know adjust the dials here and there change the channel change the volume this one’s vertical hold so you might not want to screw that one too much but still it’s this Roisin of month along the mat but but you know what even there let’s say a DM decides what people return to five items six items eight items the game is not going to disintegrate in your hands if you do that but you are opening potentially the door to a lot of insane interactions between various magic items and more importantly for us you’re opening the door tool seneschal complexity that could really slow your game down and speed of play so that you can focus on the fun and on the story is almost always our our goal with these things but if a DM and the group is all for that like hey we’re all for having eight items interacting with each other and the DM is willing to accept the consequences of that and the potential adjudication headaches that’s on that dungeon master and and again I’m not going to say DM don’t do it because again my my rule of thumb is follow your bliss at your table mmm nudge D&D in the direction that works best for you and your players when you’re the dungeon master but also just like I was saying about being a game designer also be as a DM don’t be afraid to iterate don’t be afraid to admit alright maybe letting people have attune to eight items that was kind of a huge show pardon the term and maybe we’re gonna maybe we’re gonna dial that back or amateur Channel yes so it yeah so also as DMS it’s okay to have that frank conversation with your players sometimes just like we do about the game itself like this thing didn’t quite work out the way we intended the way we desired we’re gonna change course we’re gonna adjust because at the end of the day it’s not about especially as Dungeon Master’s when you’re damming a group of players it’s not about being right it’s about having a great time it’s about you smiling it’s about your players smiling it’s about at the end of the session remembering all those awesome things that happened in your adventure it’s like who cares if it turned out a ruling you made or a ruling that a player suggested turned out to be a bad idea because the beauty is you can change it you you can course correct yeah you can have a frank conversation with your group and say we’re now gonna go this way and let’s give it a try and if you are I if you are changing sort of the laws of physics of your campaign you know perhaps find a logical conclusion to your current adventure path at the moment just so you can get to the end of here of the way that we’ve been playing the rules so that when you do restart you know you’re starting afresh if not from a whole new campaign at least from a whole new start to the adventure that you and then your your and having open and frank conversations with your players also always good advice yeah a little bit of a rules question here Avista ‘no Sask –sf ein steed indicates that you fight as a seamless unit yet find greater steed says you control the mountain come in combat excuse me is this intentionally different per mounted combat rules so the wording in fine steed and find greater steed wait where is the question can you point it to me so i’m looking at the text thank you abbas toronto the difference in wording is intentional in fact man you you followed this up great because this is an example of me iterating the original fine steed the way it’s worded the seamless fighting unit spawned questions naturally on what does this mean for the mounted combat rules because in the mounted combat rules we tell you when you hop on a regular mount either it’s it it is an independent mount or you’re controlling it and it was unclear to people in the original spell what our intent was whether this magical mount that the paladin conjures up gets to choose or the paladin gets to choose whether it’s independent or controlled or whether we were suggesting it had to be controlled right you summoned your paladin horse but he hates you right right so so when when I was working on fine greater steed I decided hey here’s a chance because there’s a new spell that very similar to this other one for me to put in greater clarity and to show what’s intended for this spell also this is important for you to know whether you’re interpreting official rules material or writing rules material of your own it’s an exceptions based game you’ll hear me say this a lot I never tire of saying it because it is fundamental to understanding how to interpret the rules and also how to write them and that is when you get into something like a well we think of a spell as an exception this is it’s an exception to a general rule the general rules in the game are things like the combat rules the rules on skills the general rules on spell casting but as soon as you get into a particular class feature a particular magic item a particular feat a particular spell a particular monster you are in the realm of exceptions and each of those exceptions is almost in a way a universe unto itself what it says inside once you’re inside that universe what it says about itself applies only to itself and it’s okay if there are other spells that are even kind of similar that work in a different way because this is really important because again this goes back to the theme of we want the game to be easy to play in a straightforward as possible when you’re reading a spell and playing that spell you don’t have to worry about what other spells say mm-hm all you have to care about is what does this spell say yeah but that means then as a designer you need to do as much as you can to make sure each of those rules exceptions you’re creating can indeed stand on its own and answers the most important questions that you’re likely players are going to have now you might be wondering how do we know what are the most important questions this is where playtesting comes in and play testing can be actual play it can also be it can also that can also be shorthand for get thousands of people to read it and give us feedback and then also play testing can be after the fact play once something is published and we all just keep using it year after year and so this fine Steve versus fine grater steed difference is a great example of after the fact play testing of we all used it many many times and it became clear that other spell could have been clearer and so we learned that lesson and made sure to apply that lesson when designing a new spell and our hands weren’t tied because the beauty is the other beauty of a specific thing always beating a general thing is our hands are tied when we’re doing later design we don’t have to keep repeating the mistakes like there’s no rule in D&D that’s every spell must be exactly like the spells in you know in terms of its formatting and wording as every spell that’s come before it know if if we have figured out a better way to do things we’re going to do it in newer spells people will then ask again this is both this is important for you to understand both as a user of the rules but also as a potential designer of them people will ask well does the newer thing then invalidate the older thing indeed it does not because again that’s the beauty of an exceptions based design is each of those things can stand on its own and nothing is taken away from the old thing by the new thing doing something differently if you still like how the old thing works the old thing is still fabulous and basically if it is still for you to use one of my favorite word’s if it’s still juicy for you enjoy it it and and don’t let anyone talk you out of it there sometimes as gamers we get so passionate and we’ll be so excited about one thing it can be very tempting to try to talk somebody else out of their enjoyment please please don’t do that because the beauty of D&D is that we can each enjoy different things that’s a part of the games design important for you to understand as a potential designer of the game that when you’re designing for like a person who loves wizards you have different goals than you do if you’re designing for a person who loves fighters or a person who loves clerics or a person who loves robes you want to make sure that you are appealing to all of this huge spectrum of enjoyments that people have having to do with different styles of play different styles of storytelling and so one person enjoying thing a takes nothing away from somebody else enjoying thing B and in fact di D is designed so that a DND party is strongest when you have a little bit of a and a little bit of B and a little bit of seeing a little bit of D and they are working together and playing off each other’s strengths it is a challenge for the dungeon master and I give all credit as always to Dungeon Master’s out in the world managing those playstyles they’re varied they could be different they can come into conflict they can come into great cooperation mm-hmm but but yes kudos to the to the DMS of the world a see cook a cook they cook 32 I’m guessing you’re a cook and you’re 32 years old asks lead with a carrot instead of the stick this was when we were talking about I believe we were talking about minotaurs and centaurs and their ability to score adjustments lead with a carrot instead of the stick but why do the cobalt and ork get penalties ah so we’ve gotten this question before the orc and the kobold race options which appear in Volos guide to monsters as we say in the introduction of the section where those monsters appear they are exceptional on here we go here’s that at that theme of this is an exceptions based game that we knew that we were violating one of the principles that guides our design for a typical race option in D&D but as we note in that in that book we did that on purpose because in most settings these are usually villainous options and part of the story of D&D is goblin oins in particular and orcs have often tried to conquer the other peoples they’ve often been tyrannical and whatnot and we also wanted to show that there is potentially even a mechanical reason for why they ultimately keep losing that said we know that you know a penalty is not for everybody and if it’s a real sticking point in a particular group the player could ask the DM if the penalty could be waived that that those penalties are a great example of mechanics largely serving a story purpose and that’s what I was gonna ask yes Minh Town like it’s too disincentivize players from choosing these challenging race options much as it is hitting the the correct story beats for for what feels right for for the for the world yeah exactly yep because as I mentioned when we talked a bit about the Centaur and the Minotaur race design more than almost anything else in the game is us walking a tightrope between building satisfying player mechanics and world building because we’re not just making statements about your character we’re making statements about D&D worlds and how these different groups have traditionally interacted with each other but again often in in particular campaigns the story is about defying those traditions so DM if you’re telling a story and let’s say you’re dwarves in your home campaign setting don’t even live underground well you might want to swap out dwarven stone cunning for something else and come up with a new racial trait to go into that spot you can you can always tweak the dots yes they’re able to tweak today absolutely and and as with anything if you do do that kind of tweaking just see it how it plays out if if the group loves it you’ve you’ve hit a home run if it falls flat again this is the beauty of it you can admit that it fell flat and you can iterate and here’s the other thing doing that as a dungeon master is a fantastic way to develop your chops as a potential DND designer all of us on staff who’ve been working on DND for a decade or more started out really doing just that tweaking things as DMS trying them out trying them out again and being willing to admit when something doesn’t work and that admission is often the first step toward getting you toward that awesome design where people are gonna be like oh I just love it that that really brought this story to life or this character to life or you know really added just that special something to that monster that wouldn’t have been there otherwise it you reminded me of something I wanted to bring up a couple of questions ago which is after the fact we’re gonna need to go into reddit at some point because I’d love to start a thread asking the dungeon master is out there have you set up campaigns or adventures where you have tweaked the dials way more than you might have been comfortable with and what were the results I’d love to hear some of the stories that have come out of that playing around with the instrumentation because because each of us as dungeon masters in a way has way more Liberty than I and the rest of the team have as the game’s official designers the reason why I say that is our job is to model the most typical thing in D&D and if you want to design that’s a really important thing to keep in mind that you are if you’re designing for broad consumption you’re designing and broad consumption and specifically in Dungeons & Dragons you’re designing for the most typical things typically unless of course this sort of what’s on the tin tells you here’s this really a typical thing that’s also awesome and we do that ourselves occasionally as we did with the Goblin in the orc but as DMS there’s not often when you’re DME your own setting or even when you’re using an official setting because like if you’re damning and The Forgotten Realms in your home game that’s your Forgotten Realms right suddenly you can do what you want you can make the tweaks that feel the right for your group you’re designing for your table exact as opposed to as many tables as we man we we’re almost at three we haven’t even gotten through all the questions that we compiled from last time and we haven’t even touched upon the giant soul sorcerer we’ll go a couple minutes after if that’s all right I know and then I have to run off to my Mauser design meeting so we will we’ll wrap up here quickly with another question or two I did want to jump ahead with just a couple of announcements again next week we will be talking to the folks at Idol champions and then the week after we’ll be returning with Jeremy to continue design plus discussion so we will continue to address questions as they come up as much as possible oh man we’ve got one too to highlight for this time or next night if we if I answer we’re never gonna get to the giant soul okay so I wanted to answer the question about advancing animal companions so we’ll do that next time okay so we’ll continue to address your questions we’ll we’ll begin on the giant soul source or next time as well I did want to just quickly mention as the dragon post livestream dragon plus issue 20 is available now for free on iOS Android and as always at dragon mag com we’ve got some great content including stream of many eyes behind-the-scenes features we’ve got some cartoons from Jason Thompson about the you go oaths and a piece from The Adventure Zone a comic preview here they’re bigger blends and they’re playable adventure I believe in full return to the test of initiation based on one of their podcast episodes now they compiled that into a playable scenario so if you’re fan of The Adventure Zone look for that in this issue of Dragon Plus again thanks to everyone who was participating in the stream of many eyes watching chatting able to to take part F for folks that were there in Los Angeles thank you so so much for coming on down and taking part and this weekend again we do have origins coming up so a live sage advice panel will be taking place on Friday bring your questions anything D&D related they don’t even have to be rules D&D beyond will be live streaming from origins for for all day on Friday so we’ll be hosting them as much as possible on the D&D channel as well I I will I will even lurch onto onto that stage at some point so let’s see I think that’s all the announcements that I wanted to give we’ve got four minutes is there one question that we can address informer so do you want to touch on the giant soul sorcerer and we can yeah I want to touch on the Giants little source were real quick we can do we can do some detailed discussion in our next one one of the things I wanted to say about the giant cell source were in in comparison to the order domain because we started the series together talking about the order domain yes and I mentioned that between the initial concept that people got to see some of in Mike’s happy fun hour and then unearthed Arcana we made a ton of changes in fact at least 75% of what was in under Turkana was different from what was original that sometimes happens in the development process where as I talked about then we throw out a whole lot and we iterate we iterate we iterate and then based on the play test feedback world get back will iterate some more so in contrast what I wanted to say is sometimes you’ll get you’ll get a concept that is sound enough that has enough sort of good story meat that informed its rules design that a lot of the original concept makes it through the initial round of development and redesign and that’s true of the giant sole sorcerer a lot of what’s here people will recognize from the concept version that appeared in the happy fun hour a lot of what I did was refined rather than removing something and replacing it with new design this was a case of and this is almost always the case by the way if you have strong story concept almost always if you carry that through your game design your game design is going to be better if you start instead for D&D with I just want to design these cool mechanics oh boy is that a crapshoot on whether you’re gonna end up with anything good like clever mechanics will almost never stick the landing as well as something that is actualizing a story in a resonant way because our game is a story game it’s that simple that if people look at it and they’re like I can imagine this thing an Indian I can imagine this person on an adventure that is a designer as what you’re going for not oh my god I’ve come up with the most clever way to move people around on the grid and I say that self critically because as many of us who have been working on D and E for many of many years we have done the equivalent many times of whoo I’ve I’ve come up with this clever way to move people around on the grid and it turns out that is rarely as exciting to people as this these rules make me think of an awesome character an amazing event a whole adventure I want to spring up out of this person’s backstory or this monsters ecology etc so story first story first story first and that’s why the Giants will sorcerer exited its concept Inc as in really solid shape right away I’ll talk about before we run out of time the first feature Jotun resilience this feature echoes the first feature that the draconic sorcerer has in the players handbook and you will notice those of you who are familiar not only with that feature in the turkic sorcerer but also with the original concept adverse of Jochen resilience there used to be a second piece to it right now it increases your hit point maximum every time you gain a sorcerer level but it used to also give you an additional benefit that allowed you to use your Constitution instead of your dexterity as a part of your armor class calculations I ended up cutting that second piece because the Giant soul sorcerer at first level was already strong enough without having that little extra bit which ultimately would have led to a lot of confusion because as I looked at all of the different ways that Constitution could be you know swapped in in place of dexterity throughout the game there it started bringing up more questions than the potential good that that little bit in the feature could bring and by the way if you’re ever wondering when you’re looking at your own design is there something I should cut that’s often a good test have you designed something that basically poses more questions than the fun that it’s potentially going to deliver and or another way of putting it is is it more interesting than it is fun I often for me often my ears perk up and I and I go on alert if I hear a design being described solely as interesting it to me and is far more important than a design be fun the design be inspiring that there’s something there where a person sees it and they’re like I get it I know how to use it and I understand how this fits into my character when we’re talking about design that’s a player character focused when it’s instead ooh again some variation of moving people around on the grid or oh I’ve come up with this very math doubt way of delivering this mechanic I guarantee you most people who play this game that will not resonate for them you want to try to deliver your mechanic in as straight forward away as possible where person who’s not an expert in every nuance of DND rules can read it and get it and also at the end of the day the Giants will sorcerer simply didn’t need that little extra kicker because I look at everything at a particular level holistically the Giants will source were is also getting extra spells at first level and for the soul who has a pretty constrained number of spells known right that’s a saucy benefit to suddenly get that additional amount of flexibility and as a giant slow sorcerer you pick which type of giant you’re connected to and bam at first level you know two extra spells and also something we did here that’s similar to what we do in cleric domains some of the spells in this little table are not normally sorceress spells so it also means you’re gaining access to some spells that you would normally have to multi-class to get or you know take a feat like magic initia to get but instead here you get and you’ll see spells like armor of Agathis or heroism or shillelagh that are not normally available to sorcerers so you get these you get these extras and again that’s a juicy benefit and hey you get more at third level where you get some more powerful spells so we’re out of time talk more about the giant cell sorcerer next time but again this this subclass starts off strong at first level also something that I always have in mind with first level subclass features which not all classes have because some classes have their subclass kick in at 2nd or 3rd level first level subclass features can be dicey once we account for multi classing I have said before that we don’t we don’t normally do our multi classing pass until we’ve decided we’re actually going to publish something so I’ve not done a full multi class analysis on this although I have to admit I always do a little bit my initial pass and so I that’s also why I often try to keep first level subclass features tight and and being just enough because if you’d go too overboard and you’re at a table where they use multi classing everyone wants and there’s nothing wrong with multi class saying yeah but I like multi classing I like the motivation to be usually story reasons and not oh I just want to cherry pick the best features from this constellation of class I had to keep up with the Joneses I have to have a level of this class because everyone has that yeah I’m also gonna go with Jotun resilience is a great name for a giant soul sorcerer yes yes or a wrestler of some yeah yeah I like it of the stream of anyway yeah yeah alright well let Jeremy get to his next meeting where he’s gonna be designing monsters in in an official behind-the-scenes capacity but thank you as always for joining the live stream thank you and thank you everyone for for watching yes as always thank you so much to our viewers to our followers to our subscribers thank you so much we’ll be back with Jeremy in two weeks we’ll be back next week with Arnold champions again we’ve got dnews coming up shortly at 3:30 dice camera action will be vodcast in from the stream of mini eyes their episode there this week and then I believe they’ll be back the following so stick around and thank you as always for for tuning in the most exciting hour on Twitch on this channel 2 to 3 on [Applause] [Laughter] [Music] Share this:TweetWhatsAppTelegramEmail